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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

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