The Games Libraries Play (And How They

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  • Has improved reading For 9-14 year olds
  • Expo School in St. Paul, MN Class projects, animations, and games
  • Low performing 4 th grade students Mini-games To save their dog captured by an evil Dr. Z http://www.cosmoschaos.info/trailer3.html (trailer)
  • Used from 4 th grade through graduate school (including teachers)
  • volunteer, help raise money, help organize people, etc
  • The Games Libraries Play (And How They

    1. 1. The Games Libraries Play (and How They Align Them) Presented by: Kelly Czarnecki 11.05.09
    2. 2. Where to Find the Slides. . . <ul><li>Email: [email_address] </li></ul><ul><li>Slideshare: www.slideshare.net/kczarnec </li></ul><ul><li>AASL Virtual Track Pass: www.learningtimes.net/aasl/ </li></ul>
    3. 3. What is a game? <ul><li>. . .an imaginative world where you can try things-explore and inquire </li></ul><ul><li>. . .learning by play </li></ul><ul><li>. . .more than one definition </li></ul>
    4. 4. What are electronic games played on?
    5. 5. What are electronic games played on? Nintendo Wii Personal Computer PlayStation 2 PlayStation 3 iPhone PlayStation Portable Nintendo DSi Apple’s iMac
    6. 6. Statistical Overview: Teens (12-17) and Gaming <ul><li>From Teens, Mobile & Games: An Overview of Pew Internet Data (May 2009) http://tinyurl.com/yf7qmtk </li></ul>73% Desktop/Laptop 60% 48% Mobile phone 71% Used For Gaming Devices Ownership 60% Portable Device 55% 86% Game Console 77%
    7. 7. “ Kids are hungry to learn but we need to speak their language” – Educator Donna Stevens
    8. 8. What Gaming Can Do. . . <ul><li>Help enhance the curricula, not substitute it </li></ul><ul><li>Help kids be engaged </li></ul><ul><li>Help motivate </li></ul><ul><li>Apply what they’ve learned </li></ul><ul><li>Help youth be producers, not just consumers </li></ul><ul><li>Help youth be in a position of power </li></ul><ul><li>Learn to be something rather than just learn about </li></ul>
    9. 9. “ If we treat school activity in terms of learning, playing, and helping, then we can more thoroughly engage children in the learning process” – Sasha Barab, co-creator of Quest Atlantis
    10. 10. What are Schools Doing with Electronic Gaming? Q2L or Quest to Learn Mission: Students today can and do learn in different ways, often through interaction with digital media and games www.q2l.org
    11. 11. What are Schools Doing with Electronic Gaming? <ul><li>“ Students have been challenged to read 25 books this year. Each student has a daily book log to record their reading on. For each completed book, students will earn game pieces that they can add to a collaborative game the school will be building in Gamestar Mechanic , a digital game” </li></ul>Quest to Learn
    12. 12. What are Libraries Doing with Electronic Gaming? <ul><li>Gamers Club: </li></ul><ul><li>Luther Jackson Middle School in Falls Church, Virginia </li></ul><ul><li>“ For one afternoon every week our middle school library becomes a gamer’s paradise” </li></ul><ul><li>“ It provides a space where we can meet kids in their own experience, on their own terms, and open up real conversations about what matters to all of us.” </li></ul><ul><li>“ Now we have a new group of library kids.” </li></ul><ul><li>Multimedia & Internet @ Schools, March 2009: http://tinyurl.com/yj67f6e </li></ul>
    13. 13. What are Libraries Doing with Gaming? Northwest School of the Arts and ImaginOn: a School and Public Library Partnership. Charlotte, NC <ul><li>Afterschool gaming and tutoring program </li></ul><ul><li>Middle and High Schoolers </li></ul><ul><li>Board, card, and video games </li></ul>
    14. 14. What are Schools Doing with Electronic Gaming? <ul><li>Shift in focus of Physical Education classes </li></ul><ul><li>Promoting Physical Health and Learning </li></ul>Dance Dance Revolution
    15. 15. What are Schools Doing with Electronic Gaming? Future City National Competition: using the Sims4 video game www.futurecity.org/ Article in School Library Journal: July 2009: http://tinyurl.com/yjhgmqv
    16. 17. “ Though the percentage of young people in virtual worlds is modest, the creativity demonstrated by those who are in them is staggering – and inspiring.” – Born Digital
    17. 18. What are Libraries Doing with Electronic Gaming? <ul><li>Virtual Worlds: </li></ul><ul><li>Teen Second Life (http://teen.secondlife.com) </li></ul>Ramapo Islands Suffern Middle School Suffern, New York
    18. 19. What are Schools Doing with Electronic Gaming? <ul><li>Science in Second Life High School for Global Citizenship: Brooklyn, NY Global Kids </li></ul>
    19. 20. What are Schools Doing with Electronic Gaming? www.whyville.net <ul><li>Classes compete against one another </li></ul><ul><li>Whyville PlaneWorks and Whyville Biotech </li></ul>
    20. 22. What are Schools Doing with Electronic Gaming? http://scratch.mit.edu/galleries/view/29
    21. 23. “ Digital is the old way of thinking, mobile is the new way”-Pockets of Potential: Using Mobile Technologies to Promote Children’s Learning (January 2009, Joan Ganz Cooney report).
    22. 24. What are Schools Doing with Mobile Gaming? <ul><li>Augmented Reality Simulations </li></ul><ul><li>Interview virtual characters </li></ul><ul><li>Investigate simulated scenarios collaboratively </li></ul>
    23. 25. What are Schools Doing with Mobile Gaming? <ul><li>Combines Storytelling and gameplay </li></ul><ul><li>Vocabulary enrichment program </li></ul>
    24. 26. What are Schools Doing with Mobile Gaming? Free resource for geocaching
    25. 27. The Wider World of Gaming. . . <ul><li>A range of reading and writing outside of the worlds (blogging, chatting, fan fic, etc.) </li></ul><ul><li>Teens who play with others in person are more likely to be civically engaged </li></ul><ul><li>Giving students reason to think about why the tools they’re being taught are useful </li></ul><ul><li>Using the library resources </li></ul><ul><li>Global culture is emerging </li></ul><ul><li>Shift of video games being played against computers to games played against and with other humans </li></ul>
    26. 28. Cost of programs mentioned <ul><li>Future City </li></ul><ul><li>http://tinyurl.com/ycr4ewq (fee based) </li></ul><ul><li>Teen Second Life </li></ul><ul><li>teen.secondlife.com (fee based to own land and have a </li></ul><ul><li>background check but not to create account) </li></ul><ul><li>Quest Atlantis </li></ul><ul><li>http://atlantis.crlt.indiana.edu/ (subscription based) </li></ul><ul><li>Scratch </li></ul><ul><li>http://scratch.mit.edu (free and open source) </li></ul><ul><li>GITA-Location in Education program </li></ul><ul><li>www.gita.org (free shipping of GPS units and resources) </li></ul>
    27. 29. More Online Resources <ul><li>RezEd </li></ul><ul><li>www.rezed.org </li></ul><ul><li>Games for Educators </li></ul><ul><li>www.g4ed.com </li></ul><ul><li>Games for Change </li></ul><ul><li>www.gamesforchange.org </li></ul><ul><li>Games and Gaming Resources (ALA/Verizon) </li></ul><ul><li>http://gaming.ala.org/resources </li></ul><ul><li>Links to Online games </li></ul><ul><li>http://del.icio.us.com/informationgoddess29/onlinegame </li></ul>
    28. 30. Print Resources

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