Gaming Night Extravaganza Pp

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  • 1. GAMING NIGHT EXTRAVAGANZA Freedom to Learn
  • 2. INTRODUCTIONS
    • Donna Goodwyn, Head of Reference, Associate Librarian, Assistant Professor
    • Ian Crone, Associate Dean of Students Student Affairs, Director of the Frick Center
    • Kyle Jones, Library Technology Assistant
    • Jessica Weber, Technical Catalog Assistant
  • 3. WHY GAMING? WHY ELMHURST?
    • Connection between Gaming & Learning
      • James Paul Gee
    • Attended
      • ALA TechSource Gaming, Learning, and Libraries Symposium, Chicago, IL
      • GLS Games Learning & Society Conference, Madison, WI
    • Campus Connection with Gaming & Learning
      • Library & Student Activities
      • Library & Student Groups
  • 4. CONNECTIONS
    • I suggested we hold a Gaming Night in the library to our Library Director and she suggested we connect with Ian Crone, Associate Dean of Students
    • Ian was receptive to the idea and connected us to G.E.E.C. Gaming Elite of Elmhurst College
    • Location: Library, Friday Nights, 7p.m. - 1 a.m.
    • Set Friday meetings at 1 p.m. to plan details:
      • Library Staff, Media Center, Security, Maintenance,
      • G.E.E.C. and Ian Crone
  • 5. Student Learning “ Learning [is] a comprehensive, holistic, transformative activity that integrates academic learning and student development, processes that have often been separate, and even independent of each other.” Keeling, P. & Assoc. (2004) Learning reconsidered: A campus-wide focus on the student experience. Washington D.C.: The National Association of Student Personnel Administrators & The American College Personnel Association.
  • 6. LEARNING RECONSIDERED: TRANSFORMATIVE LEARNING
    • Transformative education
    • “… places the student’s reflective processes at the core of the learning experience and asks the student to evaluate both new information and the frames of reference through which the information acquires meaning.”
      • “ liberating ourselves from reified forms of thought that are no longer dependable.”
    Mezirow, J. & Assoc. (2000) Learning as transformation. San Francisco: Jossey Bass.
  • 7. LEARNING RECONSIDERED
    • Brain based learning… “student
    • development education always occurs in the
    • active context of students lives.”
      • Relaxed alertness
      • Orchestrated immersion in complex experience
      • Engaged in processing or reflection
    Keeling, P. & Assoc. (2004) Learning reconsidered: A campus-wide focus on the student experience. Washington D.C.: The National Association of Student Personnel Administrators & The American College Personnel Association.
  • 8. MARKETING THE EVENT
    • Mostly led by G.E.E.C. and their online social network on Facebook
    • Traditional flyers and mini-flyers for cafeteria and lounge tables
    • Large format posters (min. 3 ft. by 4 ft.)
    • All paper marketing materials provided by the library
    • Usually promotional materials were posted two weeks before the event
  • 9. ORGANIZING THE TECHNOLOGY
    • Coordination with Instructional Media with assistance from Student Affairs (Ian)
    • Coordination with G.E.E.C.
      • Logistics of volunteer equipment
      • Tournament scoring system
    • Preparation of 14 computer terminals for PC gaming
      • Copyright considerations
      • Collection development
      • Security
  • 10.
    • Attended Gen Con Trade Day, “The biggest game show in North America!” 2008 ( http://www.gencon.com/ )
    • Attended Gen Con, “The Best four days of Gaming”, for 10 years.
    • CODCON-College of DuPage Con. Sponsored by College of DuPage Scif-Fi / Fantasy Club
    • Familiar with online gaming, Star Wars Galaxies, DDO.
    • Friends in Business, Lead programmer of Mortal Combat.
    BACKGROUND AS A GAMER
  • 11.
    • ALA: News About Games and Gaming
    • The Shifted Librarian (gaming, technology, and libraries)
    • Library Success: A Best Practices Wiki - Gaming
    • The Technology Chronicles: Mainstreaming of Video Games Underway
    • Game On: Games in Libraries
    • ALA to Study the Impact of Gaming on Literacy
    ONLINE RESOURCES
  • 12.
    • Game Development Essentials: Gameplay Mechanics
    • Grand Theft Childhood
    • The Video Game Explosion: A History from PONG to PlayStation and Beyond
    • The Book of Games Volumes 1 & 2: The Ultimate Reference on PC & Video Games
    • Reset: Changing the Way We Look at Video Games
    • Fans, Bloggers, and Gamers: Media Consumers in a Digital Age
    • Gamers ... in the Library?!: The Why, What, and How of Videogame Tournaments for All Ages
    • Paid to Play: Revised & Expanded: An Insider's Guide to Video Game Careers
    PRINT RESOURCES
  • 13. FIND OUT MORE AT:
    • Elmhurst College A.C. Buehler Library: Gaming
        • http://library.elmhurst.edu/pages/library_information/events/gamingnights
        • (tinyurl = http://tinyurl.com/ecgaming )
    • Elmhurst College A.C. Buehler Library
        • http://library.elmhurst.edu/
    • Elmhurst College A.C. Buehler Library: Facebook
        • http://www.facebook.com/pages/Elmhurst-IL/The-AC-Buehler-Library-at-Elmhurst-College/6083469380
        • (tinyurl = http://tinyurl.com/eclibfb )