Your SlideShare is downloading. ×
The Library as a Possibility Space: Cultivating 21 st  Century Literacy and Learning
The Library as a Possibility Space: Cultivating 21 st  Century Literacy and Learning
The Library as a Possibility Space: Cultivating 21 st  Century Literacy and Learning
The Library as a Possibility Space: Cultivating 21 st  Century Literacy and Learning
The Library as a Possibility Space: Cultivating 21 st  Century Literacy and Learning
The Library as a Possibility Space: Cultivating 21 st  Century Literacy and Learning
The Library as a Possibility Space: Cultivating 21 st  Century Literacy and Learning
The Library as a Possibility Space: Cultivating 21 st  Century Literacy and Learning
The Library as a Possibility Space: Cultivating 21 st  Century Literacy and Learning
The Library as a Possibility Space: Cultivating 21 st  Century Literacy and Learning
The Library as a Possibility Space: Cultivating 21 st  Century Literacy and Learning
The Library as a Possibility Space: Cultivating 21 st  Century Literacy and Learning
The Library as a Possibility Space: Cultivating 21 st  Century Literacy and Learning
The Library as a Possibility Space: Cultivating 21 st  Century Literacy and Learning
The Library as a Possibility Space: Cultivating 21 st  Century Literacy and Learning
The Library as a Possibility Space: Cultivating 21 st  Century Literacy and Learning
The Library as a Possibility Space: Cultivating 21 st  Century Literacy and Learning
The Library as a Possibility Space: Cultivating 21 st  Century Literacy and Learning
The Library as a Possibility Space: Cultivating 21 st  Century Literacy and Learning
The Library as a Possibility Space: Cultivating 21 st  Century Literacy and Learning
The Library as a Possibility Space: Cultivating 21 st  Century Literacy and Learning
The Library as a Possibility Space: Cultivating 21 st  Century Literacy and Learning
The Library as a Possibility Space: Cultivating 21 st  Century Literacy and Learning
The Library as a Possibility Space: Cultivating 21 st  Century Literacy and Learning
The Library as a Possibility Space: Cultivating 21 st  Century Literacy and Learning
The Library as a Possibility Space: Cultivating 21 st  Century Literacy and Learning
The Library as a Possibility Space: Cultivating 21 st  Century Literacy and Learning
The Library as a Possibility Space: Cultivating 21 st  Century Literacy and Learning
The Library as a Possibility Space: Cultivating 21 st  Century Literacy and Learning
The Library as a Possibility Space: Cultivating 21 st  Century Literacy and Learning
The Library as a Possibility Space: Cultivating 21 st  Century Literacy and Learning
The Library as a Possibility Space: Cultivating 21 st  Century Literacy and Learning
The Library as a Possibility Space: Cultivating 21 st  Century Literacy and Learning
Upcoming SlideShare
Loading in...5
×

Thanks for flagging this SlideShare!

Oops! An error has occurred.

×
Saving this for later? Get the SlideShare app to save on your phone or tablet. Read anywhere, anytime – even offline.
Text the download link to your phone
Standard text messaging rates apply

The Library as a Possibility Space: Cultivating 21 st Century Literacy and Learning

660

Published on

A

A

Published in: Education
0 Comments
0 Likes
Statistics
Notes
  • Be the first to comment

  • Be the first to like this

No Downloads
Views
Total Views
660
On Slideshare
0
From Embeds
0
Number of Embeds
1
Actions
Shares
0
Downloads
5
Comments
0
Likes
0
Embeds 0
No embeds

Report content
Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
No notes for slide

Transcript

  • 1. The Library as a Possibility Space:Cultivating 21 st Century Literacy and Learning Brian Myers Center for Talent Development Northwestern University Rhode Island Library Association 2011 Annual Conference
  • 2. Goal of this presentation:To demonstrate that the public library can effectively and inexpensivelypromote 21st century literacy skills and STEM learning by providing access tofree digital media design software and design-oriented activities. Theseactivities include game design, digital storytelling and animation workshopsthat offer opportunities for learning, peer collaboration and community-building. The Library as a Possibility Space
  • 3. Structure of this presentation:1. Game design and digital storytelling as a context for nurturing important 21st century literacy skills.2. Game Maker Academy and the Game Design Club Its history and current activities3. Sample projects Game projects produced by program participants and club members4. Free and open source technologies, resources and instructional materials A selected list of IDEs and other tools utilized in our programs The Library as a Possibility Space
  • 4. Computer Literacy vs. Computational LiteracyComputer Literacy:Turning on the computerUsing a mouseUsing email and business applicationsSearching the WebEtc.Computational Literacy:Using the computer to create, not just to passively consumeThinking algorithmically, understanding data structuresConversant in high level programming languagesTreating information as a multimodal entityEtc. The Library as a Possibility Space
  • 5. Computer Literacy vs. Computational LiteracyComputers can be the technical foundation of a new anddramatically enhanced literacy, which will act in many ways like thecurrent literacy and which will have penetration and depth ofinfluence comparable to what we have already experienced incoming to achieve a mass, text-based literacy. Andrea DiSessa Changing Minds: Computers, Learning and Literacy (MIT Press, 2000)Access alone is not enough. The goal must be fluency for everyone.That will require new attitudes about computing – and newattitudes about learning. If computers are to truly transformour lives in the future, we must treat computational fluencyon a par with reading and writing. Mitch Resnick Communications of the ACM (2001) The Library as a Possibility Space
  • 6. Media Computation in Game Design, Digital Storytelling & AnimationDesign applications such as Scratch, Game Maker and Alice serve as“tools to think with” much like the blocks and puzzles that teachpreschoolers about shapes and numbers.The experience of creating games and digital stories with these applicationsengages youth with important math and programming concepts, and providesvaluable experience creating and editing audio and graphic content, andconstructing meaning within a rich multimedia environment. The Library as a Possibility Space
  • 7. Media Computation in Game Design, Digital Storytelling & Animation Math Concepts: Programming Concepts: Addition Iteration (Loops) Subtraction Conditional Expressions Multiplication Variables Division Arrays Angles Casting Coordinates Boolean Logic (and, or, not) X,Y Positioning Randomness Variables Event Handling Trigonometry Strings Calculus User Interface Design The Library as a Possibility Space
  • 8. Game design as a context for promoting media literacy“Our position is that there is an emerging form of medialiteracy that we sometimes call ‘Gaming Literacy.’ GamingLiteracy has to do with information management,understanding complex systems, social networks, a criticaldesign process, and creativity with digital technology.Increasingly, this new form of literacy will be crucial in theworkplace and in our social and civic lives. The process ofgame design, which combines mathematics and logic,storytelling and aesthetics, writing and communication,systems and analytic thinking, among other elements, is oneof the best ways of engaging with this form of literacy.” Eric Zimmerman Retrieved July 23, 2007 from http://www.henryjenkins.org/2006/12/an_interview_with_eric_zimmerm.html The Library as a Possibility Space
  • 9. Game design as a context for promoting media literacy“When kids learn to design games they not only learn how toexplore the possibility space of a set of rules but also learn tounderstand and evaluate a game’s meaning as the product ofrelationships between elements in a dynamic system . . .“Educators and education advocates have recentlyacknowledged that the ability to think systemically is one ofthe necessary skills for success in the 21st century. Webelieve that game-making is especially well-suited toencouraging meta-level reflection on the skills and processesthat designer-players use in building such systems, be theygames or communities of practice.” Katie Salen, Gaming Literacies (unpublished draft, 2007) The Library as a Possibility Space
  • 10. Game design as a context for promoting media literacy The Library as a Possibility Space
  • 11. Game Maker AcademyBegan in 2006; first programs offered at the Wilmette (IL), Evanston,and Park Ridge Public LibrariesTypical program included 4-5 separate workshops of 2 hours where participantscreated two or three games based upon classic console games of the 70s and 80sEach program could accommodate 10 – 12 teens; demand was such that wedoubled the number of programs during the first summer. The Library as a Possibility Space
  • 12. Game Maker AcademyInitial programs were built around Game Maker, a freeware game-development IDEcreated by Mark Overmars of Utrecht University in 1999.In early 2007 we began offering programs built around Scratch from MIT. Theseprograms consisted of two workshops: the first offering a guided introduction to theScratch design environment, and the second devoted to open experimentation andcollaboration between participants.The Scratch programs became immediately popular and we began to offer them ona regular basis, about 2 programs were scheduled for each 2-3 month period. The Library as a Possibility Space
  • 13. Game Maker AcademyAdditional workshops offered under the program include Alice, Starlogo TNG,Greenfoot, and Robocode.By late 2007 some of the participants of the previous Scratch and Game Makerprograms established a club (the “Game Design Club”) to plan advanced gamedesign workshops, create tutorials and host game related events.Some of these club members participated on a panel at the 2007 ALA Games,Learning and Libraries Symposium in Chicago. The Library as a Possibility Space
  • 14. Game Design ClubThe original Club members met once each month to plan additional workshops andcompetitive events (design competitions and gaming tournaments).Past Club-hosted workshops include HTML and CSS programs, 3D demonstrations,Sketchup workshops, demonstrations on how to use microcontrollers and how tomap game controllers to Game Maker and Scratch projects.Guest visitors including game designers, game programmers and artists havefrequently visited the group. Ricarose Roque of MITs Scratch team visited with thegroup twice and helped out with our 2010 Scratch Day event The Library as a Possibility Space
  • 15. Game Design Club.The Club frequently hosts gaming tournaments and design contests. Wevecollected a number of retro (Atari, SNES, N64, Sega) game consoles and frequentlyhost well-attended retro game nights.A twice-yearly Robocode tournament is hosted, and an annual summer gamedesign contest is sponsored by the group in which members compete to creategames based upon predetermined themes.Members of the Club participated in Media Mashup, a 2008-2010 IMLS-fundedresearch grant that put Scratch into a number of library systems around the country.Some of the older Club members earn money in the summer facilitating programs atneighboring libraries.The Clubs greatest accomplishment is its establishment of a creative culture and acommunity that continues to engage new members as the older members graduateand go on to college. Members think of the club as their legacy and they are veryprotective of its values: imaginative play, creativity, collaboration and sharedresponsibility for learning The Library as a Possibility Space
  • 16. www.gamemakeracademy.orgThe Library as a Possibility Space
  • 17. Game Design ClubThe Library as a Possibility Space
  • 18. Game Design ClubThe Library as a Possibility Space
  • 19. The Library as a Possibility Space
  • 20. Sample ProjectsHopper by Molly (age 12). Created in Greenfoot The Library as a Possibility Space
  • 21. Programs that nurture creativity and computational literacyAlicewww.alice.org3d animationsSimple gamesCross-platformFree downloadDeveloped by researchers at Carnegie Mellon, version 3.0 is under development in partnership with EA. The Library as a Possibility Space
  • 22. Programs that nurture creativity and computational literacy The Library as a Possibility Space
  • 23. Programs that nurture creativity and computational literacyScratch cscratch.mit.eduAnimationsGamesSimulationsIncludes built-in graphics & sound editorsCross-platformOpen source/free downloadDeveloped by the MIT Media Lab’s Lifelong Kindergarten Group. The Library as a Possibility Space
  • 24. Programs that nurture creativity and computational literacy The Library as a Possibility Space
  • 25. Programs that nurture creativity and computational literacyStarLogo TNGeducation.mit.edu/starlogo3d simulationsUses “programmable blocks” coding environment, similar to Scratch.Cross-platform.Free download.Developed by researchers at MIT’s Media Lab, in collaboration with the Teacher Education Project. The Library as a Possibility Space
  • 26. Programs that nurture creativity and computational literacy The Library as a Possibility Space
  • 27. Programs that nurture creativity and computational literacyGame Makerwww.yoyogames.com2D/3D gamesIncludes built-in graphics & sound editorsMac version released in 2010Free downloadRegistered version: $20Developed by Marc Overmars of Ultrecht University for freshman computer science students. The Library as a Possibility Space
  • 28. Programs that nurture creativity and computational literacy The Library as a Possibility Space
  • 29. Programs that nurture creativity and computational literacyRobocoderobocode.sourceforge.netVirtual battlebots IDEJava or .NETCross-platformOpen source/free downloadUsed in school-based coding tournaments worldwideDeveloped bt Matthew Nelson at IBM, has been open source since 2005. Project now maintained by Flemming Larsen and Pavel Savara. The Library as a Possibility Space
  • 30. Programs that nurture creativity and computational literacy The Library as a Possibility Space
  • 31. National STEM Videogame Challenge The Library as a Possibility Space
  • 32. National STEM Videogame Challenge The Library as a Possibility Space
  • 33. Questions?brian@gamemakeracademy.orgbrian-myers@northwestern.eduThe Library as a Possibility Space

×