Videogames at the Library?!
          Using Games as Learning Tools




                                                  ...
How many of you are gamers?

Thursday, November 8, 2007                 2
Define “Gamer”




Thursday, November 8, 2007                    3
Define “Gamer”
               • Teenage boys in the basement? Nope!




Thursday, November 8, 2007                        ...
Define “Gamer”
               • Teenage boys in the basement? Nope!
               • 90 million gamers up to age 35




Th...
Define “Gamer”
               • Teenage boys in the basement? Nope!
               • 90 million gamers up to age 35
      ...
Define “Gamer”
               • Teenage boys in the basement? Nope!
               • 90 million gamers up to age 35
      ...
Define “Gamer”
               • Teenage boys in the basement? Nope!
               • 90 million gamers up to age 35
      ...
Games are
              Changing
            Guitar Hero, Rock Band
             Wii Sports, Wii Play
                 Cas...
Where do Gamers Play?

               •    Home

               •    Hospitals

               •    School

              ...
Thursday, November 8, 2007   6
More than half of all
       American teens--and 57% of
        teens who could use the
           internet--could be
    ...
More than half of all
       American teens--and 57% of
        teens who could use the
           internet--could be
    ...
More than half of all
       American teens--and 57% of
        teens who could use the
           internet--could be
    ...
More than half of all
       American teens--and 57% of
        teens who could use the
           internet--could be
    ...
More than half of all
       American teens--and 57% of
        teens who could use the
           internet--could be
    ...
More than half of all
       American teens--and 57% of
        teens who could use the
           internet--could be
    ...
More than half of all
       American teens--and 57% of
        teens who could use the
           internet--could be
    ...
More than half of all
       American teens--and 57% of
        teens who could use the
           internet--could be
    ...
More than half of all
       American teens--and 57% of
        teens who could use the
           internet--could be
    ...
Thursday, November 8, 2007   7
Thursday, November 8, 2007   7
Thursday, November 8, 2007   7
Thursday, November 8, 2007   7
Thursday, November 8, 2007   7
Thursday, November 8, 2007   7
Thursday, November 8, 2007   7
Thursday, November 8, 2007   7
Thursday, November 8, 2007   7
Thursday, November 8, 2007   7
Thursday, November 8, 2007   7
Thursday, November 8, 2007   7
This isn’t Just About Technology




                             Lankshear & Knobel, 2006; Jenkins, et. al, 2006



Thurs...
This isn’t Just About Technology
               technical stuff: we can now use cool stuff to do the
               same k...
This isn’t Just About Technology
               technical stuff: we can now use cool stuff to do the
               same k...
This isn’t Just About Technology
               technical stuff: we can now use cool stuff to do the
               same k...
What are Gamers Good At?




Thursday, November 8, 2007             9
What are Gamers Good At?
               •     See themselves as heroes on quests




Thursday, November 8, 2007           ...
What are Gamers Good At?
               •     See themselves as heroes on quests

               •     Willing to experime...
What are Gamers Good At?
               •     See themselves as heroes on quests

               •     Willing to experime...
What are Gamers Good At?
               •     See themselves as heroes on quests

               •     Willing to experime...
What are Gamers Good At?
               •     See themselves as heroes on quests

               •     Willing to experime...
What are Gamers Good At?
               •     See themselves as heroes on quests

               •     Willing to experime...
What are Gamers Good At?
               •     See themselves as heroes on quests

               •     Willing to experime...
What are Gamers Good At?
               •     See themselves as heroes on quests

               •     Willing to experime...
What are Games Good At?




Thursday, November 8, 2007            10
What are Games Good At?
               •     Recruit collaborative problem-solving and execution--many games
             ...
What are Games Good At?
               •     Recruit collaborative problem-solving and execution--many games
             ...
What are Games Good At?
               •     Recruit collaborative problem-solving and execution--many games
             ...
What are Games Good At?
               •     Recruit collaborative problem-solving and execution--many games
             ...
What are Games Good At?
               •     Recruit collaborative problem-solving and execution--many games
             ...
What are Games Good At?
               •     Recruit collaborative problem-solving and execution--many games
             ...
What are Games Good At?
               •     Recruit collaborative problem-solving and execution--many games
             ...
information
     literacy->
     gaming literacy
          identity play
          affiliations
          affinity spaces
...
Thursday, November 8, 2007   12
What do we mean by “literacies?”
            encoded texts that can be retrieved, worked
             with, and made avail...
Thursday, November 8, 2007   13
What do we mean by “new literacies?”
            blogging, fanfic writing, manga-producing,
              meme-ing, photos...
it’s not a big truck

                                      “The internet isn’t just
                                     ...
newest gamer cultures




Thursday, November 8, 2007                           15
online social
    networks




Thursday, November 8, 2007   16
alternate reality games




Thursday, November 8, 2007                             17
passive gaming




Thursday, November 8, 2007                    18
passive gaming
                             PMOG “adds an element
                             of score-keeping, gentle
  ...
passive gaming
                             PMOG “adds an element
                             of score-keeping, gentle
  ...
“Gamers...in the Library?”
                                                --Eli Neiburger

                     “WHY?! Fo...
“Gamers...in the Library?”
                                                 --Eli Neiburger

                     “We’ve a...
A Zero-Sum Game?
                             •   Content

                             •   Knitting clubs,
              ...
digitallearning.macfound.org




Thursday, November 8, 2007                                  22
New Media Literacies
                    Play
                    Performance
                    Simulation
             ...
NML Framework           http://projectnml.org
               Play: involves experimenting with               Collective in...
NML Thinking
               •    Kodak Picture Gallery -->   •   stickiness--> syndication
                     Flickr    ...
What Does it Mean if...




Thursday, November 8, 2007                26
What Does it Mean if...

               • Gaming is the new golf?




Thursday, November 8, 2007                 26
What Does it Mean if...

               • Gaming is the new golf?
               • You’re not making connections in WoW, e...
What Does it Mean if...

               • Gaming is the new golf?
               • You’re not making connections in WoW, e...
What Does it Mean if...

               • Gaming is the new golf?
               • You’re not making connections in WoW, e...
What Does it Mean if...

               • Gaming is the new golf?
               • You’re not making connections in WoW, e...
Adopt the new literacies ethos




Thursday, November 8, 2007                    27
Adopt the new literacies ethos

               • Use design principles of good games




Thursday, November 8, 2007       ...
Adopt the new literacies ethos

               • Use design principles of good games
                • Low-risk opportunit...
Adopt the new literacies ethos

               • Use design principles of good games
                • Low-risk opportunit...
Adopt the new literacies ethos

               • Use design principles of good games
                • Low-risk opportunit...
Adopt the new literacies ethos

               • Use design principles of good games
                • Low-risk opportunit...
Adopt the new literacies ethos

               • Use design principles of good games
                • Low-risk opportunit...
Adopt the new literacies ethos

               • Use design principles of good games
                • Low-risk opportunit...
Adopt the new literacies ethos

               • Use design principles of good games
                • Low-risk opportunit...
Adopt the new literacies ethos

               • Use design principles of good games
                • Low-risk opportunit...
Adopt the new literacies ethos

               • Use design principles of good games
                • Low-risk opportunit...
Adopt the new literacies ethos

               • Use design principles of good games
                • Low-risk opportunit...
Adopt the new literacies ethos

               • Use design principles of good games
                • Low-risk opportunit...
References, Further Reading




Thursday, November 8, 2007                     28
References, Further Reading

                 •     “Meet the Gamers” -- Squire & Steinkuehler,
                       Lib...
References, Further Reading

                 •     “Meet the Gamers” -- Squire & Steinkuehler,
                       Lib...
References, Further Reading

                 •     “Meet the Gamers” -- Squire & Steinkuehler,
                       Lib...
References, Further Reading

                 •     “Meet the Gamers” -- Squire & Steinkuehler,
                       Lib...
References, Further Reading

                 •     “Meet the Gamers” -- Squire & Steinkuehler,
                       Lib...
References, Further Reading




Thursday, November 8, 2007                     29
References, Further Reading

                 •     Bibliographic Gaming-- bibliogaming.blogspot.com




Thursday, Novembe...
References, Further Reading

                 •     Bibliographic Gaming-- bibliogaming.blogspot.com
                 •   ...
References, Further Reading

                 •     Bibliographic Gaming-- bibliogaming.blogspot.com
                 •   ...
References, Further Reading

                 •     Bibliographic Gaming-- bibliogaming.blogspot.com
                 •   ...
References, Further Reading

                 •     Bibliographic Gaming-- bibliogaming.blogspot.com
                 •   ...
References, Further Reading

                 •     Bibliographic Gaming-- bibliogaming.blogspot.com
                 •   ...
References, Further Reading

                 •     Bibliographic Gaming-- bibliogaming.blogspot.com
                 •   ...
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Westchester Library-Alice Robison-October 2007

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An invited talk given to the Westchester Library community, Westchester, New York, 10/25/07.

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Westchester Library-Alice Robison-October 2007

  1. 1. Videogames at the Library?! Using Games as Learning Tools Alice J. Robison Massachusetts Institute of Technology alicerobison.org ajr@mit.edu Thursday, November 8, 2007 1
  2. 2. How many of you are gamers? Thursday, November 8, 2007 2
  3. 3. Define “Gamer” Thursday, November 8, 2007 3
  4. 4. Define “Gamer” • Teenage boys in the basement? Nope! Thursday, November 8, 2007 3
  5. 5. Define “Gamer” • Teenage boys in the basement? Nope! • 90 million gamers up to age 35 Thursday, November 8, 2007 3
  6. 6. Define “Gamer” • Teenage boys in the basement? Nope! • 90 million gamers up to age 35 • 77 million baby boomers--retirees largest growing segment of gamers Thursday, November 8, 2007 3
  7. 7. Define “Gamer” • Teenage boys in the basement? Nope! • 90 million gamers up to age 35 • 77 million baby boomers--retirees largest growing segment of gamers • 2003 Pew Internet study of college student gamers--70% play once in a while, 65% play regularly Thursday, November 8, 2007 3
  8. 8. Define “Gamer” • Teenage boys in the basement? Nope! • 90 million gamers up to age 35 • 77 million baby boomers--retirees largest growing segment of gamers • 2003 Pew Internet study of college student gamers--70% play once in a while, 65% play regularly • Average gamer age is 31-33 Thursday, November 8, 2007 3
  9. 9. Games are Changing Guitar Hero, Rock Band Wii Sports, Wii Play Casual Games Sports Games Strategy Games Literature-themed Thursday, November 8, 2007 4
  10. 10. Where do Gamers Play? • Home • Hospitals • School • Online • Offline • Libraries! Thursday, November 8, 2007 5
  11. 11. Thursday, November 8, 2007 6
  12. 12. More than half of all American teens--and 57% of teens who could use the internet--could be considered media creators. Thursday, November 8, 2007 6
  13. 13. More than half of all American teens--and 57% of teens who could use the internet--could be considered media creators. 22% have their own homepages Thursday, November 8, 2007 6
  14. 14. More than half of all American teens--and 57% of teens who could use the internet--could be considered media creators. 22% have their own homepages 32% report they’ve experienced “cyberbullying” Thursday, November 8, 2007 6
  15. 15. More than half of all American teens--and 57% of teens who could use the internet--could be considered media creators. 22% have their own homepages 55% protect their personal information online 32% report they’ve experienced “cyberbullying” Thursday, November 8, 2007 6
  16. 16. More than half of all American teens--and 57% of teens who could use the internet--could be considered media creators. 22% have their own homepages 55% protect their personal information online 32% report they’ve 85% use Facebook experienced “cyberbullying” Thursday, November 8, 2007 6
  17. 17. More than half of all American teens--and 57% of teens who could use the internet--could be considered media creators. 22% have their own homepages 55% protect their personal information online 32% report they’ve 85% use Facebook experienced if available on their campus “cyberbullying” Thursday, November 8, 2007 6
  18. 18. More than half of all American teens--and 57% of teens who could use the internet--could be considered media creators. 22% have their own homepages 55% protect their personal information online 33% share what they create online with others 32% report they’ve 85% use Facebook experienced if available on their campus “cyberbullying” Thursday, November 8, 2007 6
  19. 19. More than half of all American teens--and 57% of teens who could use the internet--could be considered media creators. 22% have their own homepages 55% protect their personal information online 33% share what they create online with others 32% report they’ve 85% use Facebook experienced if available on their campus “cyberbullying” 19% blog and 19% remix content they find online Thursday, November 8, 2007 6
  20. 20. More than half of all American teens--and 57% of teens who could use the internet--could be considered media creators. 22% have their own homepages 55% protect their personal information online 33% share what they create online with others 32% report they’ve 85% use Facebook experienced if available on their campus “cyberbullying” 19% blog and 19% remix content they find online 55% use online social networking regularly Thursday, November 8, 2007 6
  21. 21. Thursday, November 8, 2007 7
  22. 22. Thursday, November 8, 2007 7
  23. 23. Thursday, November 8, 2007 7
  24. 24. Thursday, November 8, 2007 7
  25. 25. Thursday, November 8, 2007 7
  26. 26. Thursday, November 8, 2007 7
  27. 27. Thursday, November 8, 2007 7
  28. 28. Thursday, November 8, 2007 7
  29. 29. Thursday, November 8, 2007 7
  30. 30. Thursday, November 8, 2007 7
  31. 31. Thursday, November 8, 2007 7
  32. 32. Thursday, November 8, 2007 7
  33. 33. This isn’t Just About Technology Lankshear & Knobel, 2006; Jenkins, et. al, 2006 Thursday, November 8, 2007 8
  34. 34. This isn’t Just About Technology technical stuff: we can now use cool stuff to do the same kinds of things we have previously known; a “physical-industrial” mindset--individualized, enclosed, product-centered, hierarchical Lankshear & Knobel, 2006; Jenkins, et. al, 2006 Thursday, November 8, 2007 8
  35. 35. This isn’t Just About Technology technical stuff: we can now use cool stuff to do the same kinds of things we have previously known; a “physical-industrial” mindset--individualized, enclosed, product-centered, hierarchical Lankshear & Knobel, 2006; Jenkins, et. al, 2006 Thursday, November 8, 2007 8
  36. 36. This isn’t Just About Technology technical stuff: we can now use cool stuff to do the same kinds of things we have previously known; a “physical-industrial” mindset--individualized, enclosed, product-centered, hierarchical ethos stuff: co-existence of physical space and cyberspace; a “cyberspatial, post-industrial” mindset--collective, distributed, decentered, process- focused, change-based Lankshear & Knobel, 2006; Jenkins, et. al, 2006 Thursday, November 8, 2007 8
  37. 37. What are Gamers Good At? Thursday, November 8, 2007 9
  38. 38. What are Gamers Good At? • See themselves as heroes on quests Thursday, November 8, 2007 9
  39. 39. What are Gamers Good At? • See themselves as heroes on quests • Willing to experiment and keep trying--like to fix things, not afraid to low-penalty risks Thursday, November 8, 2007 9
  40. 40. What are Gamers Good At? • See themselves as heroes on quests • Willing to experiment and keep trying--like to fix things, not afraid to low-penalty risks • Are “systems thinkers;” see the world as a designed space Thursday, November 8, 2007 9
  41. 41. What are Gamers Good At? • See themselves as heroes on quests • Willing to experiment and keep trying--like to fix things, not afraid to low-penalty risks • Are “systems thinkers;” see the world as a designed space • Willing to seek expertise and ask for help--also willing to share expertise, tutor others Thursday, November 8, 2007 9
  42. 42. What are Gamers Good At? • See themselves as heroes on quests • Willing to experiment and keep trying--like to fix things, not afraid to low-penalty risks • Are “systems thinkers;” see the world as a designed space • Willing to seek expertise and ask for help--also willing to share expertise, tutor others • Collaboration is crucial with both problem-solving and execution Thursday, November 8, 2007 9
  43. 43. What are Gamers Good At? • See themselves as heroes on quests • Willing to experiment and keep trying--like to fix things, not afraid to low-penalty risks • Are “systems thinkers;” see the world as a designed space • Willing to seek expertise and ask for help--also willing to share expertise, tutor others • Collaboration is crucial with both problem-solving and execution • Thrive at fast decision-making and know how to prioritize Thursday, November 8, 2007 9
  44. 44. What are Gamers Good At? • See themselves as heroes on quests • Willing to experiment and keep trying--like to fix things, not afraid to low-penalty risks • Are “systems thinkers;” see the world as a designed space • Willing to seek expertise and ask for help--also willing to share expertise, tutor others • Collaboration is crucial with both problem-solving and execution • Thrive at fast decision-making and know how to prioritize • Are good at multitasking and continuous partial attention Thursday, November 8, 2007 9
  45. 45. What are Gamers Good At? • See themselves as heroes on quests • Willing to experiment and keep trying--like to fix things, not afraid to low-penalty risks • Are “systems thinkers;” see the world as a designed space • Willing to seek expertise and ask for help--also willing to share expertise, tutor others • Collaboration is crucial with both problem-solving and execution • Thrive at fast decision-making and know how to prioritize • Are good at multitasking and continuous partial attention Thursday, November 8, 2007 9
  46. 46. What are Games Good At? Thursday, November 8, 2007 10
  47. 47. What are Games Good At? • Recruit collaborative problem-solving and execution--many games deliberately designed for social strategies Thursday, November 8, 2007 10
  48. 48. What are Games Good At? • Recruit collaborative problem-solving and execution--many games deliberately designed for social strategies • Invite players to take risks and experiment in low-risk settings before giving high-stakes challenges: failure is part of the puzzle Thursday, November 8, 2007 10
  49. 49. What are Games Good At? • Recruit collaborative problem-solving and execution--many games deliberately designed for social strategies • Invite players to take risks and experiment in low-risk settings before giving high-stakes challenges: failure is part of the puzzle • Help players view the world as a designed space, which enables players to unpack hidden systems, underlying themes Thursday, November 8, 2007 10
  50. 50. What are Games Good At? • Recruit collaborative problem-solving and execution--many games deliberately designed for social strategies • Invite players to take risks and experiment in low-risk settings before giving high-stakes challenges: failure is part of the puzzle • Help players view the world as a designed space, which enables players to unpack hidden systems, underlying themes • Invite players to take on multiple identities in situated contexts and then reflect on those choices Thursday, November 8, 2007 10
  51. 51. What are Games Good At? • Recruit collaborative problem-solving and execution--many games deliberately designed for social strategies • Invite players to take risks and experiment in low-risk settings before giving high-stakes challenges: failure is part of the puzzle • Help players view the world as a designed space, which enables players to unpack hidden systems, underlying themes • Invite players to take on multiple identities in situated contexts and then reflect on those choices • Instant, frequent feedback on behaviors, choices, execution-- often communicated in a variety of modes (cutscenes, graphs) Thursday, November 8, 2007 10
  52. 52. What are Games Good At? • Recruit collaborative problem-solving and execution--many games deliberately designed for social strategies • Invite players to take risks and experiment in low-risk settings before giving high-stakes challenges: failure is part of the puzzle • Help players view the world as a designed space, which enables players to unpack hidden systems, underlying themes • Invite players to take on multiple identities in situated contexts and then reflect on those choices • Instant, frequent feedback on behaviors, choices, execution-- often communicated in a variety of modes (cutscenes, graphs) • Encourage production, participation, affinity, data circulation & display Thursday, November 8, 2007 10
  53. 53. What are Games Good At? • Recruit collaborative problem-solving and execution--many games deliberately designed for social strategies • Invite players to take risks and experiment in low-risk settings before giving high-stakes challenges: failure is part of the puzzle • Help players view the world as a designed space, which enables players to unpack hidden systems, underlying themes • Invite players to take on multiple identities in situated contexts and then reflect on those choices • Instant, frequent feedback on behaviors, choices, execution-- often communicated in a variety of modes (cutscenes, graphs) • Encourage production, participation, affinity, data circulation & display Thursday, November 8, 2007 10
  54. 54. information literacy-> gaming literacy identity play affiliations affinity spaces collaborative problem-solving circulating information & data surfing with others Thursday, November 8, 2007 11
  55. 55. Thursday, November 8, 2007 12
  56. 56. What do we mean by “literacies?” encoded texts that can be retrieved, worked with, and made available independent of the physical presence of another person (Lankshear & Knobel, 2006) Thursday, November 8, 2007 12
  57. 57. Thursday, November 8, 2007 13
  58. 58. What do we mean by “new literacies?” blogging, fanfic writing, manga-producing, meme-ing, photoshopping, podcasting, vodcasting, gaming, html-ing (Lankshear & Knobel, 2006) Thursday, November 8, 2007 13
  59. 59. it’s not a big truck “The internet isn’t just something you dump something on. It’s not a big truck. It’s...it’s a series of tubes.” --Senator Ted Stevens (R-Alaska) John Hodgman’s Reply Ted Stevens Remix Thursday, November 8, 2007 14
  60. 60. newest gamer cultures Thursday, November 8, 2007 15
  61. 61. online social networks Thursday, November 8, 2007 16
  62. 62. alternate reality games Thursday, November 8, 2007 17
  63. 63. passive gaming Thursday, November 8, 2007 18
  64. 64. passive gaming PMOG “adds an element of score-keeping, gentle competition, cooperation and self-reflection through scorekeeping and game dynamics added to web- browsing” (Justin Hall, 2007) Thursday, November 8, 2007 18
  65. 65. passive gaming PMOG “adds an element of score-keeping, gentle competition, cooperation and self-reflection through scorekeeping and game dynamics added to web- browsing” (Justin Hall, 2007) It opens our eyes to what the web really holds, to expand our grasp of meaning-making experiences with the web Thursday, November 8, 2007 18
  66. 66. “Gamers...in the Library?” --Eli Neiburger “WHY?! For the love of dear old Melvil Dewey, why would we take our hallowed houses of learning and sully them with these vile, prurient, mind-rotting entertainments? Well, it’s a fair question, so long as you remember that they were saying exactly the same thing about Pride and Prejudice not that long ago. Minus the Dewey part, of course.” Thursday, November 8, 2007 19
  67. 67. “Gamers...in the Library?” --Eli Neiburger “We’ve also learned that content is not just about text, and that media doesn’t have to be socially redeeming, or even any good, for our patrons to want to consume it.... ...If we were supposed to restrict ourselves to offering materials with purely redeeming social qualities and educational value, we’d have to throw out half the collection.” Thursday, November 8, 2007 20
  68. 68. A Zero-Sum Game? • Content • Knitting clubs, romance novels, large-print books, movies, discussion groups, storytime • Connections, community • Instruction Thursday, November 8, 2007 21
  69. 69. digitallearning.macfound.org Thursday, November 8, 2007 22
  70. 70. New Media Literacies Play Performance Simulation Appropriation Participation Gap Multitasking Distributed Cognition Transparency Collective Intelligence Problem Judgment Transmedia Ethics Problem Navigation Networking Negotiation Thursday, November 8, 2007 23
  71. 71. NML Framework http://projectnml.org Play: involves experimenting with Collective intelligence: pooling one’s surroundings as problem-solving knowledge toward a common goal Performance: involves adopting Judgment: evaluating the reliability alternative identities and credibility of different sources Simulation: involves interpreting Transmedia navigation: following and constructing dynamic models narratives across multiple modes Appropriation: meaningfully Networking: searching for, sampling and remixing media content synthesizing, and disseminating information Multitasking: scanning one’s environment and shifting focus as Negotiation: traveling across needed communities, discerning perspectives, norms Distributed cognition: interacting with tools to expand mental capacities Thursday, November 8, 2007 24
  72. 72. NML Thinking • Kodak Picture Gallery --> • stickiness--> syndication Flickr • demographics--> identity • Britannica Online --> play Wikipedia • developer-written--> • personal websites --> players co-writing blogging • individual competencies • evite -->upcoming.org --> collaborative questing • publishing--> • value dependent on participation scarcity of products--> • content management value dependent on systems --> wikis behavior choices • directories (taxonomy)--> • surfing alone--> surfing tagging (quot;folksonomyquot;) with others Thursday, November 8, 2007 25
  73. 73. What Does it Mean if... Thursday, November 8, 2007 26
  74. 74. What Does it Mean if... • Gaming is the new golf? Thursday, November 8, 2007 26
  75. 75. What Does it Mean if... • Gaming is the new golf? • You’re not making connections in WoW, etc., or you have no reference for it? Thursday, November 8, 2007 26
  76. 76. What Does it Mean if... • Gaming is the new golf? • You’re not making connections in WoW, etc., or you have no reference for it? • You don’t know how to visualize data, problem- solve with others, know how to think with systems Thursday, November 8, 2007 26
  77. 77. What Does it Mean if... • Gaming is the new golf? • You’re not making connections in WoW, etc., or you have no reference for it? • You don’t know how to visualize data, problem- solve with others, know how to think with systems • You don’t know how to interact online and socialize in games, virtual worlds, or interactive sites? Thursday, November 8, 2007 26
  78. 78. What Does it Mean if... • Gaming is the new golf? • You’re not making connections in WoW, etc., or you have no reference for it? • You don’t know how to visualize data, problem- solve with others, know how to think with systems • You don’t know how to interact online and socialize in games, virtual worlds, or interactive sites? • You don’t know how to present yourself online? Thursday, November 8, 2007 26
  79. 79. Adopt the new literacies ethos Thursday, November 8, 2007 27
  80. 80. Adopt the new literacies ethos • Use design principles of good games Thursday, November 8, 2007 27
  81. 81. Adopt the new literacies ethos • Use design principles of good games • Low-risk opportunities for failure Thursday, November 8, 2007 27
  82. 82. Adopt the new literacies ethos • Use design principles of good games • Low-risk opportunities for failure • Encourage design-system thinking Thursday, November 8, 2007 27
  83. 83. Adopt the new literacies ethos • Use design principles of good games • Low-risk opportunities for failure • Encourage design-system thinking • Reappropriate, circulate, visualize data Thursday, November 8, 2007 27
  84. 84. Adopt the new literacies ethos • Use design principles of good games • Low-risk opportunities for failure • Encourage design-system thinking • Reappropriate, circulate, visualize data • Legitimate peripheral participation Thursday, November 8, 2007 27
  85. 85. Adopt the new literacies ethos • Use design principles of good games • Low-risk opportunities for failure • Encourage design-system thinking • Reappropriate, circulate, visualize data • Legitimate peripheral participation • Don’t erase judgment, ethical decision-making Thursday, November 8, 2007 27
  86. 86. Adopt the new literacies ethos • Use design principles of good games • Low-risk opportunities for failure • Encourage design-system thinking • Reappropriate, circulate, visualize data • Legitimate peripheral participation • Don’t erase judgment, ethical decision-making • Problem-based learning Thursday, November 8, 2007 27
  87. 87. Adopt the new literacies ethos • Use design principles of good games • Low-risk opportunities for failure • Encourage design-system thinking • Reappropriate, circulate, visualize data • Legitimate peripheral participation • Don’t erase judgment, ethical decision-making • Problem-based learning • Information literacy Thursday, November 8, 2007 27
  88. 88. Adopt the new literacies ethos • Use design principles of good games • Low-risk opportunities for failure • Encourage design-system thinking • Reappropriate, circulate, visualize data • Legitimate peripheral participation • Don’t erase judgment, ethical decision-making • Problem-based learning • Information literacy • Go outside the game: transmedia, fan cultures Thursday, November 8, 2007 27
  89. 89. Adopt the new literacies ethos • Use design principles of good games • Low-risk opportunities for failure • Encourage design-system thinking • Reappropriate, circulate, visualize data • Legitimate peripheral participation • Don’t erase judgment, ethical decision-making • Problem-based learning • Information literacy • Go outside the game: transmedia, fan cultures • Identity play Thursday, November 8, 2007 27
  90. 90. Adopt the new literacies ethos • Use design principles of good games • Low-risk opportunities for failure • Encourage design-system thinking • Reappropriate, circulate, visualize data • Legitimate peripheral participation • Don’t erase judgment, ethical decision-making • Problem-based learning • Information literacy • Go outside the game: transmedia, fan cultures • Identity play • Affinity spaces Thursday, November 8, 2007 27
  91. 91. Adopt the new literacies ethos • Use design principles of good games • Low-risk opportunities for failure • Encourage design-system thinking • Reappropriate, circulate, visualize data • Legitimate peripheral participation • Don’t erase judgment, ethical decision-making • Problem-based learning • Information literacy • Go outside the game: transmedia, fan cultures • Identity play • Affinity spaces • PLAY GAMES--failure is part of the game, remember? Thursday, November 8, 2007 27
  92. 92. References, Further Reading Thursday, November 8, 2007 28
  93. 93. References, Further Reading • “Meet the Gamers” -- Squire & Steinkuehler, Libraryjournal.com, 2005 Thursday, November 8, 2007 28
  94. 94. References, Further Reading • “Meet the Gamers” -- Squire & Steinkuehler, Libraryjournal.com, 2005 • Gaming and Libraries: Intersection of Services-- Jenny Levine, ALA (theshiftedlibrarian.com) Thursday, November 8, 2007 28
  95. 95. References, Further Reading • “Meet the Gamers” -- Squire & Steinkuehler, Libraryjournal.com, 2005 • Gaming and Libraries: Intersection of Services-- Jenny Levine, ALA (theshiftedlibrarian.com) • Henry Jenkins’ ALA Keynote (TechSource, Gaming, Learning, and Libraries Symposium), 2007 Thursday, November 8, 2007 28
  96. 96. References, Further Reading • “Meet the Gamers” -- Squire & Steinkuehler, Libraryjournal.com, 2005 • Gaming and Libraries: Intersection of Services-- Jenny Levine, ALA (theshiftedlibrarian.com) • Henry Jenkins’ ALA Keynote (TechSource, Gaming, Learning, and Libraries Symposium), 2007 • What Video Games Have to Teach Us about Learning and Literacy-- James Paul Gee (2003) Thursday, November 8, 2007 28
  97. 97. References, Further Reading • “Meet the Gamers” -- Squire & Steinkuehler, Libraryjournal.com, 2005 • Gaming and Libraries: Intersection of Services-- Jenny Levine, ALA (theshiftedlibrarian.com) • Henry Jenkins’ ALA Keynote (TechSource, Gaming, Learning, and Libraries Symposium), 2007 • What Video Games Have to Teach Us about Learning and Literacy-- James Paul Gee (2003) • Got Game: How the Gamer Generation is Reshaping Business Forever-- Beck & Wade (2005) Thursday, November 8, 2007 28
  98. 98. References, Further Reading Thursday, November 8, 2007 29
  99. 99. References, Further Reading • Bibliographic Gaming-- bibliogaming.blogspot.com Thursday, November 8, 2007 29
  100. 100. References, Further Reading • Bibliographic Gaming-- bibliogaming.blogspot.com • Game On: Games in Libraries-- libgaming.blogspot.com Thursday, November 8, 2007 29
  101. 101. References, Further Reading • Bibliographic Gaming-- bibliogaming.blogspot.com • Game On: Games in Libraries-- libgaming.blogspot.com • Pop Goes the Library--popgoesthelibrary.com Thursday, November 8, 2007 29
  102. 102. References, Further Reading • Bibliographic Gaming-- bibliogaming.blogspot.com • Game On: Games in Libraries-- libgaming.blogspot.com • Pop Goes the Library--popgoesthelibrary.com • http://www.eye4youalliance.youthtech.info/ Thursday, November 8, 2007 29
  103. 103. References, Further Reading • Bibliographic Gaming-- bibliogaming.blogspot.com • Game On: Games in Libraries-- libgaming.blogspot.com • Pop Goes the Library--popgoesthelibrary.com • http://www.eye4youalliance.youthtech.info/ • Global Kids Digital Media Initiative (NYC)-- holymeatballs.org Thursday, November 8, 2007 29
  104. 104. References, Further Reading • Bibliographic Gaming-- bibliogaming.blogspot.com • Game On: Games in Libraries-- libgaming.blogspot.com • Pop Goes the Library--popgoesthelibrary.com • http://www.eye4youalliance.youthtech.info/ • Global Kids Digital Media Initiative (NYC)-- holymeatballs.org • Project New Media Literacies (MIT): projectnml.org Thursday, November 8, 2007 29
  105. 105. References, Further Reading • Bibliographic Gaming-- bibliogaming.blogspot.com • Game On: Games in Libraries-- libgaming.blogspot.com • Pop Goes the Library--popgoesthelibrary.com • http://www.eye4youalliance.youthtech.info/ • Global Kids Digital Media Initiative (NYC)-- holymeatballs.org • Project New Media Literacies (MIT): projectnml.org • Goodplay Project (Harvard): goodworkproject.org/ research/digital.htm Thursday, November 8, 2007 29

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