the games libraries play (and how they
TRANSCRIPT
Where to Find the Slides. . .
Email: [email protected]
Slideshare: www.slideshare.net/kczarnec
AASL Virtual Track Pass: www.learningtimes.net/aasl/
What is a game?
. . .an imaginative world where you can try things-explore and inquire
. . .learning by play
. . .more than one definition
What are electronic games played on?
Nintendo Wii Personal ComputerPlayStation 2
PlayStation 3
iPhone
PlayStation Portable
Nintendo DSiApple’s iMac
Statistical Overview: Teens (12-17) and Gaming
From Teens, Mobile & Games: An Overview of Pew Internet Data (May 2009) http://tinyurl.com/yf7qmtk
Ownership Devices Used For Gaming
71% Mobile phone 48%
77% Game Console 86%
60% Desktop/Laptop 73%
55% Portable Device 60%
What Gaming Can Do. . .
Help enhance the curricula, not substitute it Help kids be engaged Help motivate Apply what they’ve learned Help youth be producers, not just consumers Help youth be in a position of power Learn to be something rather than just learn
about
“If we treat school activity in terms of learning, playing, and helping, then we can more thoroughly engage children in the learning process” – Sasha Barab, co-creator of Quest Atlantis
What are Schools Doing with Electronic Gaming?
Q2L or
Quest to Learn
Mission: Students today can and do learn in different ways, often through interaction with digital media and games
www.q2l.org
What are Schools Doing with Electronic Gaming?
“Students have been challenged to read 25 books this year. Each student has a daily book log to record their reading on. For each completed book, students will earn game pieces that they can add to a collaborative game the school will be building inGamestar Mechanic, a digital game”
Quest to Learn
What are Libraries Doing with Electronic Gaming?
Gamers Club:
Luther Jackson Middle School in Falls Church, Virginia
• “For one afternoon every week our middle school library becomes a gamer’s paradise”
• “It provides a space where we can meet kids in their own experience, on their own terms, and open up real conversations about what matters to all of us.”
• “Now we have a new group of library kids.”
Multimedia & Internet @ Schools, March 2009: http://tinyurl.com/yj67f6e
What are Libraries Doing with Gaming?
Northwest School of the Arts and ImaginOn: a School and Public Library Partnership.
Charlotte, NC
• Afterschool gaming and tutoring program
• Middle and High Schoolers
• Board, card, and video games
What are Schools Doing with Electronic Gaming?
• Shift in focus of Physical Education classes
• Promoting Physical Health and Learning
Dance Dance Revolution
What are SchoolsDoing with Electronic Gaming?
Future City National
Competition: using the Sims4 video
game
www.futurecity.org/
Article in School Library Journal: July 2009: http://tinyurl.com/yjhgmqv
“Though the percentage of young people in virtual worlds is modest, the creativity demonstrated by those who are in them is staggering – and inspiring.” – Born Digital
What are Libraries Doing with Electronic Gaming?
Virtual Worlds:
Teen Second Life(http://teen.secondlife.com)
Ramapo IslandsSuffern Middle School
Suffern, New York
What are SchoolsDoing with Electronic Gaming?
Science in Second LifeHigh School for Global Citizenship: Brooklyn, NYGlobal Kids
What are Schools Doing with Electronic Gaming?
www.whyville.net
• Classes compete against one another
• Whyville PlaneWorks and Whyville Biotech
“Digital is the old way of thinking, mobile is the new way”-Pockets of Potential: Using Mobile Technologies to Promote Children’s Learning (January 2009, Joan Ganz Cooney report).
What are Schools Doing with Mobile Gaming?
• Augmented Reality Simulations
• Interview virtual characters
• Investigate simulated scenarios collaboratively
What are Schools Doing with Mobile Gaming?
• Combines Storytelling and gameplay
• Vocabulary enrichment program
The Wider World of Gaming. . .
A range of reading and writing outside of the worlds (blogging, chatting, fan fic, etc.)
Teens who play with others in person are more likely to be civically engaged
Giving students reason to think about why the tools they’re being taught are useful
Using the library resources Global culture is emerging Shift of video games being played against computers
to games played against and with other humans
Cost of programs mentioned
Future City
http://tinyurl.com/ycr4ewq (fee based)
Teen Second Life
teen.secondlife.com (fee based to own land and have a
background check but not to create account)
Quest Atlantis
http://atlantis.crlt.indiana.edu/ (subscription based)
Scratch
http://scratch.mit.edu (free and open source)
GITA-Location in Education program
www.gita.org (free shipping of GPS units and resources)
More Online Resources
RezEd
www.rezed.org
Games for Educators
www.g4ed.com
Games for Change
www.gamesforchange.org
Games and Gaming Resources (ALA/Verizon)
http://gaming.ala.org/resources
Links to Online games
http://del.icio.us.com/informationgoddess29/onlinegame