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Library Arcade from Carnegie Mellon University Libraries
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Library Arcade from Carnegie Mellon University Libraries

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A short presentation regarding our library arcade development and some concepts related to gaming and education. First presented on 11/16/2007.

A short presentation regarding our library arcade development and some concepts related to gaming and education. First presented on 11/16/2007.

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  • Rachel Introduces

Transcript

  • 1. Donna Beck Rachel Callison John Fudrow Dan Hood Carnegie Mellon University Libraries
  • 2. "..don't use force in training the children in the subjects, but rather games.” Plato, The Republic (421 BCE)
  • 3. Project Overview Why Games Demo & Questions
  • 4. Why Games?
  • 5.
    • Public Libraries
      • Marketing
    • Academic Libraries
      • Teaching
    2 Distinct Uses
  • 6. Everyone’s a Gamer Average Game Player Age is: 33 25% -- 50+ yrs. 44% -- 18-49 yrs. 31% -- under 18 yrs From Entertainment Software Assocation , 2007.
  • 7. Why ( not ) Edu-gaming ?
    • Cons
      • Integration
      • Traditional assessment is boring
      • Development tools
      • The "Lame Factor“
    • Pros
      • Learning = Fun?!
      • No consequence for failure
      • Master skills in demand by today’s employers
      • Games offer attributes important for learning
  • 8. Other Library Gaming Projects
    • University of Calgary
    • Hardplay (Future)
    • Arizona State
      • Quarantined (2005)
    • UNC Greensboro
      • The Information Literacy Game (2004)
  • 9. Gaming & Culture
    • History
    • Progress
    • New Audiences
  • 10.
    • As Easy as Pong
  • 11.  
  • 12.
    • World of Information
  • 13.  
  • 14.  
  • 15.
    • Virtually Physical
  • 16. Image used without permission from IGN.com http://wiimedia.ign.com/wii/image/article/795/795126/big-brain-academy-wii-degree-20070608011557637.jpg
  • 17.
    • Mental Health
  • 18. http://media.ds.ign.com/media/899/899492/img_4819084.html http://media.ds.ign.com/media/740/740437/img_3448533.html
  • 19.
    • Arcade @ Home
  • 20.  
  • 21.
    • What About the Web?
  • 22.  
  • 23. March 2006 to Present Project Timeline [Phase 1] Decide to make games/team forms (March 2006 ~ August 2006) [Phase 2] Design and Production of Games (September 2006 ~ February 2007) [Phase 3] Testing and Marketing Begins (March 2007 ~ August 2007)
  • 24. Our Sites Library Arcade @ www.library.cmu.edu/Libraries/etc
      • Play the games
      • Learn about the developers
      • Take the survey
    Planning Blog cmlibrarygaming.wordpress.com/
      • Find references on gaming
      • See the survey results
      • Share your research on gaming
  • 25.  
  • 26. References
    • Game Player Data- Fact Sheet, Entertainment Software Association, http://www.theesa.com/facts/gamer_data.php (Accessed November 5, 2007).
    • UNC Greensboro, The Information Literacy Game (2004).
    • Arizona State, Quarantined (2005).
    • University of Calgary, Hardplay (2007).
    • Pong Screenshot, http://upload.wikimedia.org/wikipedia/en/f/f8/Pong.png , (2007).
    • Pokemon Trading Card image taken from Ebay sale reference, http://mollybol.50megs.com/Mollyweb/Book/Diary%20Pics/pokthur.JPG , (2007).
    • Big Brain Academy Screenshot, IGN.com, http://wiimedia.ign.com/wii/image/article/795/795126/big-brain-academy-wii-degree-20070608011557637.jpg , (Accessed 11/05/2007).
    • Flash Focus Screenshot, IGN.com, http://media.ds.ign.com/media/899/899492/img_4819084.html , (Accessed November 5, 2007).
    • Brain Age Screenshot, IGN.com, http://media.ds.ign.com/media/740/740437/img_3448533.html , (Accessed November 5, 2007).
    • All other images taken from their respective Wikipedia.com entries