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Westchester Library-Alice Robison-October 2007
An invited talk given to the Westchester Library community, Westchester, New York, 10/25/07.
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- Slide 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
- Slide 2: How many of you are gamers?
Thursday, November 8, 2007 2
- Slide 3: Define “Gamer”
Thursday, November 8, 2007 3
- Slide 4: Define “Gamer”
• Teenage boys in the basement? Nope!
Thursday, November 8, 2007 3
- Slide 5: Define “Gamer”
• Teenage boys in the basement? Nope!
• 90 million gamers up to age 35
Thursday, November 8, 2007 3
- Slide 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
- Slide 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
- Slide 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
- Slide 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
- Slide 10: Where do Gamers Play?
• Home
• Hospitals
• School
• Online
• Offline
• Libraries!
Thursday, November 8, 2007 5
- Slide 11: Thursday, November 8, 2007 6
- Slide 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
- Slide 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
- Slide 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
- Slide 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
- Slide 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
- Slide 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
- Slide 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
- Slide 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
- Slide 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
- Slide 21: Thursday, November 8, 2007 7
- Slide 22: Thursday, November 8, 2007 7
- Slide 23: Thursday, November 8, 2007 7
- Slide 24: Thursday, November 8, 2007 7
- Slide 25: Thursday, November 8, 2007 7
- Slide 26: Thursday, November 8, 2007 7
- Slide 27: Thursday, November 8, 2007 7
- Slide 28: Thursday, November 8, 2007 7
- Slide 29: Thursday, November 8, 2007 7
- Slide 30: Thursday, November 8, 2007 7
- Slide 31: Thursday, November 8, 2007 7
- Slide 32: Thursday, November 8, 2007 7
- Slide 33: This isn’t Just About Technology
Lankshear & Knobel, 2006; Jenkins, et. al, 2006
Thursday, November 8, 2007 8
- Slide 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
- Slide 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
- Slide 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
- Slide 37: What are Gamers Good At?
Thursday, November 8, 2007 9
- Slide 38: What are Gamers Good At?
• See themselves as heroes on quests
Thursday, November 8, 2007 9
- Slide 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
- Slide 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
- Slide 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
- Slide 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
- Slide 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
- Slide 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
- Slide 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
- Slide 46: What are Games Good At?
Thursday, November 8, 2007 10
- Slide 47: What are Games Good At?
• Recruit collaborative problem-solving and execution--many games
deliberately designed for social strategies
Thursday, November 8, 2007 10
- Slide 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
- Slide 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
- Slide 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
- Slide 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
- Slide 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
- Slide 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
- Slide 54: information
literacy->
gaming literacy
identity play
affiliations
affinity spaces
collaborative problem-solving
circulating information & data
surfing with others
Thursday, November 8, 2007 11
- Slide 55: Thursday, November 8, 2007 12
- Slide 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
- Slide 57: Thursday, November 8, 2007 13
- Slide 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
- Slide 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
- Slide 60: newest gamer cultures
Thursday, November 8, 2007 15
- Slide 61: online social
networks
Thursday, November 8, 2007 16
- Slide 62: alternate reality games
Thursday, November 8, 2007 17
- Slide 63: passive gaming
Thursday, November 8, 2007 18
- Slide 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
- Slide 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
- Slide 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
- Slide 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
- Slide 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
- Slide 69: digitallearning.macfound.org
Thursday, November 8, 2007 22
- Slide 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
- Slide 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
- Slide 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 (\"folksonomy\") with others
Thursday, November 8, 2007 25
- Slide 73: What Does it Mean if...
Thursday, November 8, 2007 26
- Slide 74: What Does it Mean if...
• Gaming is the new golf?
Thursday, November 8, 2007 26
- Slide 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
- Slide 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
- Slide 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
- Slide 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
- Slide 79: Adopt the new literacies ethos
Thursday, November 8, 2007 27
- Slide 80: Adopt the new literacies ethos
• Use design principles of good games
Thursday, November 8, 2007 27
- Slide 81: Adopt the new literacies ethos
• Use design principles of good games
• Low-risk opportunities for failure
Thursday, November 8, 2007 27
- Slide 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
- Slide 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
- Slide 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
- Slide 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
- Slide 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
- Slide 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
- Slide 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
- Slide 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
- Slide 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
- Slide 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
- Slide 92: References, Further Reading
Thursday, November 8, 2007 28
- Slide 93: References, Further Reading
• “Meet the Gamers” -- Squire & Steinkuehler,
Libraryjournal.com, 2005
Thursday, November 8, 2007 28
- Slide 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
- Slide 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
- Slide 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
- Slide 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
- Slide 98: References, Further Reading
Thursday, November 8, 2007 29
- Slide 99: References, Further Reading
• Bibliographic Gaming-- bibliogaming.blogspot.com
Thursday, November 8, 2007 29
- Slide 100: References, Further Reading
• Bibliographic Gaming-- bibliogaming.blogspot.com
• Game On: Games in Libraries--
libgaming.blogspot.com
Thursday, November 8, 2007 29
- Slide 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
- Slide 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
- Slide 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
- Slide 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
- Slide 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