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+Gaming: Harnessing

the Power of the Wii

Kelly Czarnecki, LibrarianCharlotte, North CarolinaContact: kellyczarnecki1@gmail.com

+My background

+

Gaming and Libraries:The Literacy and Asset Building Connection

+Why Gaming and Libraries?

Popular for more than 30 years

Increases socialization

Implements literacy

Helps build developmental assets

+Video Games + Media Literacies

constantly developing new strategies

predicting possible outcomes

managing multiple resources

reading and deciphering maps

tracking complex statistics

adapting to increasingly difficult levels within the game

-American Library Association

+Written Word Literacy examples

Instructions/walkthroughs/guides:

LEGO® Star Wars LEGO® Harry Potter

+Written Word Literacy examples

Forums and web sites

Mario Kart Forums Boards Pikmin 2

+Written Word Literacy examples

Maps and signs

Zelda Monster Hunter Tri

+Board Games and AASL Standards for the 21st Century Learner

AASL = American Association of School Librarians

Standard 1: Inquire, think critically and gain knowledge

Standard 2: Draw conclusions, make informed decisions, apply knowledge to new situations, and create new knowledge

Standard 3: Share knowledge and participate ethically and productively as members of our democratic society

Standard 4: Pursue personal and aesthetic growth

+Games Meet Developmental Needs

Developmental needs are assets that help young people become positive caring adults:

Other adult relationships Community values youth Positive peer influence Youth programs Reading for pleasure Interpersonal competence Cultural competence Peaceful conflict resolution Self-esteem

Search Institute: www.search-institute.org

+

Landscape of Gaming:in United States Libraries

+Library Gaming Census Report

40% circulate games

56, 767 users participated in 6,777 programs

average attendance-30 people (55 in academic libraries)

board/card games-35%

console gaming-64%

popular Wii titles: Wii Sports, Mario Kart series, and Super Smash Brothers Brawl (SSBB)

Gaming Programs: educational in nature-8%

tournaments-35% tied into summer reading-30%

49% recreational open-play

www.gamesinlibraries.org

+Library Gaming Census Report cont’d:

Common Outcomes

Improved reputation of the library

Returned to the library at another time for non-gaming services

Attended gaming program and used other services while there

Improved social connections w/friends

Improved social connections w/ those previously unknown

Additional publicity

+Future and Current Status of Gaming

Gamification, Pew Internet and American Life, 2012

Game-Based Learning, Horizon Report, 2012

Video Game Courses and Degree Programs, Entertainment Sofware Association, ESA, 2012

+You’ve got board games and a Wii, now what?Programming!

+Creating a Gaming Experience

Presentation

Facilitation

Interaction

Nicholson, S. (2009). Creating a Gaming experience in Libraries. Digitale Bibliotheek 1(5), 11.

+International Games Day

One day event to reconnect communities through their libraries

Modern board games

Video games

Card games

Role playing games

Video game tournaments-Super Smash Brothers Brawl and Mario Kart

www.ilovelibraries.org/gaming

+Competitions and Tournaments

Qualifying Rounds registration/signup

Test everything! have charged batteries available prepare for higher noise level

GT System wiki http://wiki.gtsystem.org/

Wall of champion winner(s)

Prizes and snacks

+Family Gaming Nights

Variety of games format (movement, trivia,

word, etc.) span range of ages

Wii Sports Scrabble Crossword Trivial Pursuit Blurt! Pictureka!

Staff/Volunteers available

Variety of activities

+Seniors/Outreach

Daycare Centers

Senior Centers

Hospitals

Jails/Dentention Centers

After School Orgs

Schools

+Game Play Online

Play other libraries simultaneously

Stream game play/chat

Additional equipment needed: Internet connection

(wired or wireless) If wired: USB LAN Adapter

+Gaming and Summer Reading

As a program related to theme

Gaming elements as part of summer reading

Game related prizes

Keep books by gaming area

Booktalk game related titles

+After School Club

Based around one game or various

Could be a reward for good grades

Get input from participants

Can your library space accommodate regular gaming

Determine type of experience

Other activities?

+Design a Mii Famous person

author, actor, singer, etc.

Book/movie character

Give out prizes to winner with closest likeness

Share creations on library web site orother social networkingsites

Great for older teens/tweens w/younger kids

+

Best PracticesExamples of Libraries and Gaming Programs

+Game Library: Genesee Valley in New York

+YOUmedia

Chicago Public Library

Hanging Out, Messing Around, and Geeking Out

+Ann Arbor District Library

+New York Public Library

+

Trace EffectsLearning English through Gaming

+Trace Effects

traceeffects.state.gov

+Trace Effects: Stats

+Trace Effects: Inventory

+Trace Effects: Dialogue History

+Trace Effects: Notes

+Trace Effects: Help

+Trace Effects: Language Practice

+Trace Effects: Comics

+Trace Effects: Helpful Links

+Gaming Resources for Further Reading

Game On! Gaming at the Library (Neal-Schuman Publishers) by Beth Gallaway, 2009

Everyone Plays at the Library: Creating Great Gaming Experiences for All Ages (Information Today) by Scott Nicholson, 2010

Libraries Got Game: Aligned Learning Through Modern Board Games (American Library Association) by Brian Mayer and Christopher Harris, 2009

A Board Game Education (R&L Education) by Jeffrey P. Hinebaugh, 2009

+Questions?

Contact: Kelly Czarnecki kellyczarnecki1@gmail.com

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