Bridging the Boomer/Gamer Knowledge Gap in the Library
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This presentation was given to a group of librarians. The purpose of the presentation is to describe the boomer/gamer knowledge gap and explore ways in which librarians can help to bridge that gap. ...

This presentation was given to a group of librarians. The purpose of the presentation is to describe the boomer/gamer knowledge gap and explore ways in which librarians can help to bridge that gap. The questions within the presentation were for an audience response software TurninPoint.

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  • A majority of all teenagers, 84%, report owning at least one personal media device: a desktop computer, laptop computer, a cell phone and/or a Personal Digital Assistant (PDA). As many as 44% say they have two or more devices,
  • Various games and the problems the gamers had to solve.
  • Various games and the problems the gamers had to solve.
  • They want a challenge, work virtually and can handle multiple tasking
  • Given a choice between a droning classroom lecture or a videogame, the best method for teaching Generation Y was obvious. "It is clear that our new workforce is very comfortable with this approach," says Bruce Bennett, chief of the analysis-training branch at the DIA's Joint Military Intelligence Training Center... The games themselves are actually a surprisingly clever and occasionally surreal blend of education, humor and intellectual challenge, aimed at teaching the player how to think.... The games put the player into the shoes of a young, eager but sometimes hapless DIA analyst... Intelligence videogames are an example of the way in which the government's training methods are changing. Traditional decision-making exercises have been done through the classroom BOGSAT (Bunch of Guys Sitting Around a Table). But videogame technology offers the possibility of running long-distance exercises with human- and computer-controlled avatars.
  • Paxton Galvanek, a twenty-eight year-old helped rescue two victims from an overturned SUV on the shoulder of a North Carolina interstate. As the first one on the scene, Galvanek safely removed both individuals from the smoking vehicle and properly assessed and treated their wounds, which included bruises, scrapes, head trauma and the loss of two fingers. His medical background? None - other than what he's learned playing as a medic in the computer game America's Army.
  • 90 million gamers who think, act and behave differently than the existing workforce. 87% of 8- to 17-year old children play video games at home.

Bridging the Boomer/Gamer Knowledge Gap in the Library Presentation Transcript

  • 1. Bridging the Boomer/Gamer Knowledge Gap: The Library as a way across! Karl M. Kapp, Ed.D., CFPIM, CIRM Assistant Director Institute for Interactive Technologies Bloomsburg University
  • 2. Pop Quiz Quiz is on the first page of your handout!
  • 3. Please feel free to take some Candy (please only up to five so we have enough)
  • 4.
      • Hershey’s Kiss—Something about your professional life
      • Starburst—Your favorite music
      • Jolly Rancher—Your favorite vacations spots
      • Took No Candy—One of each
  • 5.  
  • 6. For More Continued Discussion: www.karlkapp.blogspot.com
  • 7. Personnel Learning Objective
  • 8. Use the menu button to turn on Then a menu will appear Send User Data Presentation Test/Homework Change Channel Use yes Button to Scroll to “Presentation” Then Press the menu button again. Then “Presentation Mode” will appear.
  • 9. Have you ever used a Audience Response System Before
    • No
    • Yes
    • Yes, but not an electronic version
  • 10. What Demographic are you?
    • Generation Y (1981-2000)
    • Generation X (1965-1980)
    • Boomer Generation (1946-1964)
    • Silent/Veteran Generation (1922-1945)
    • Other
  • 11. How often do you play video games?
    • Never!
    • Played once or a few times with a young relative…
    • Play once a week…
    • I am a Level 60 Warlock…(or the equivalent)
  • 12. When is the last time you sent a text message?
    • Never sent one
    • Send one once (sorta by accident)
    • A couple times a week
    • AYSOS…TXTING now
  • 13. When you were a kid, did you every use Encyclopedia Britannica for a book report ?
    • Why…I’ve never been so insulted in my life. NO!
    • No, I did not.
    • Well, maybe once accidently.
    • Yes, yes I did (blush).
  • 14. Which Dr. Seuss book is 50 years old this year?
    • Green Eggs and Ham
    • The Cat in the Hat
    • The Lorax
    • Horton Hears a Who
  • 15. How many words are in Green Eggs and Ham?
    • 10
    • 50
    • 100
    • 200
  • 16. Agenda
    • Understand the gap between boomers and gamers (millennials, Gen-Y).
    • Assist teachers in using technology appropriately to enhance the learning experience and increase academic achievement.
    • Five strategies to bridge the boomer/gamer gap
  • 17. Digital Immigrants Digital Natives Boomers Generation X Gamer 3.0 Millennials Neo-Millennials Nexters Greatest Generation Gen-Y GAP Gamer 4.0 Gamer 2.0 Gamer 1.0
  • 18. 1946-2008
  • 19.  
  • 20.  
  • 21.  
  • 22.  
  • 23.  
  • 24.  
  • 25. What was the “killer app” for the boomer generation?
    • Computers
    • Microwaves
    • Jet Airplanes
    • Color Television Programming
  • 26.  
  • 27. What was the average age of retirement in 2006?
    • 74 years old
    • 70 years old
    • 65 years old
    • 62 years old
    • 49 years old
  • 28.
    • Average age of retirement:
    • 1910-74
    • 1940-70
    • 1970-65
    • 2000-62
    • 2006-59
  • 29.
    • Individualistic
    • Driven
    • Loyal
    • Idealistic
    • Skeptical
    • Hierarchical
    • Formal Learners
    Boomers
  • 30. How would you describe those two kids?
    • Lazy
    • Wasting Time
    • Learning
    • Anti-Social
    • Collaborating
  • 31. Lazy Wasting Time Rotting Brain Anti- Social
  • 32. Kids ages 8-10 play video games for about one hour every day. Digital divisions. Report by the Pew /Internet: Pew Internet & American Life . US Department of Commerce 87% of 8- to 17-year old children play video games at home. Male teenagers play 13 hours of console video games a week .
  • 33. Females play 5 hours a week of console games. They make up the majority of PC gamers at 63%. Almost 43% of the gamers are female.
  • 34. 70 percent of the players of The Sims are women under age 25 Unfortunately, this game highlights a sexist stereotype Hottest selling kid’s PC game from May 2004 to July 2006 was Princess Fashion Boutique
  • 35. Nathan, stop listening to music, turn off the computer, turn off the TV… and start studying. I am Studying!
  • 36. 1994
  • 37. Define the term “Snail Mail”
    • United States Ground Mail
    • Overnight mail
    • Email
    • Packages
  • 38. Instant and Text Messaging Snail mail: “something you use to talk to ‘old people,’ institutions, or to send complex instructions to large groups.” In other words “Email” Lenhart, Maddden, Hitlin (2005) Teens and Technology: Youth are Leading the Transition to a Fully Wired and Mobile Nation. Pew Internet and American Life Project.
  • 39. 32 MB 4 MB DRAM 333 MHz Increasing Power of Gadgets Capability Block II Apollo Guidance Computer AGC PlayStation Portable PSP Memory 36,864 words of ROM Storage 2,048 words of RAM Clock Speed 2.048 MHz
  • 40. Name something you send away for from a cereal box.
    • Decoder Ring
    • T-Shirt
    • Computer Microphone
    • Cell Phone
  • 41.  
  • 42.  
  • 43. Found at bat-blog.com
  • 44.
    • 84%, of all teenagers own at least one personal media device:
    • Desktop/laptop Computer
    • Cell Phone
    • Personal Digital Assistant (PDA)
    • -Pew Internet Foundation
    44% have two 15% of 2-5 Year olds have a Cell phone -NPD Group
  • 45. Gamer 1.0 4 2 3
  • 46. Gamer 1.0 4 3 Where is my opponent going to go next? In what direction should I try to move the ball? How will the ball bounce off the wall?
  • 47. Gamer 2.0
  • 48. Gamer 2.0 Should I shoot the aliens on the end or in the middle or all the bottom aliens first? How long do I have to shoot before an alien shoots at me? What is the pattern these aliens are following?
  • 49.  
  • 50. What actions should I take based on this information?
  • 51.  
  • 52.  
  • 53. Gamer 3.0
  • 54.  
  • 55. Where do I explore first? What activities are of the most value? What must I do to achieve my goal?
  • 56. 70 percent of the players of The Sims are Women under age 25 What variables do I balance to keep my person happy? How should I manage my time?
  • 57. Gamer 4.0
  • 58. Gamer 4.0 What activities give me the most return for my efforts? Can I trust this person who wants to team with me to accomplish a goal?
  • 59. What can we create together?
  • 60. What leadership strategy should I use?
  • 61.  
  • 62.  
  • 63. What level of Gamer are you?
    • Gamer 1.0
    • Gamer 2.0
    • Gamer 3.0
    • Gamer 4.0
  • 64.  
  • 65.  
  • 66.  
  • 67.  
  • 68. Got Game: John Beck and Mitchell Wade (2004) Problem Solvers Confident Resilient Multi- tasking Informal Learners Social
  • 69. Learning as an Event!
  • 70. Learning as an Event!
  • 71. Say Dadda
  • 72. Solutions
    • Teach Right Use of Media
    • Think Outside of PowerPoint
    • Borrow from Other Media
    • Provide a Challenge
    • Tell a Story
    • Leverage Gadgets
    • Form Learning Communities
    • Leverage Learner Created Content
    • Leverage games
    • Feedback
    • Mix it Up in the classroom
  • 73. What is your approach to Wikipedia?
    • Banned
    • Encourage Students to Use It
    • Teach Students to Use it Carefully
    • Some Other Approach
  • 74. Which is More Accurate Wikipedia or Encyclopedia Britannica?
    • Wikipedia
    • Encyclopedia
    • Equal in Accuracy
  • 75. Solution #1: Teach the right use of media
  • 76.  
  • 77. Solution #2: Think Outside of PowerPoint
  • 78. Solution #3: Borrow from Other Media Think Radio talk-show, not college lecture
  • 79. Use a documentary format
  • 80. Consider using the “En Media Res” technique
  • 81. Solution #4: Provide a Challenge
  • 82. Can this group solve the challenge? Do they know what tools to use?
  • 83. http://karlkapp.blogspot.com/2007/05/accidental-learning-and-power-of.html Solution #5: Tell a Story
  • 84. http://karlkapp.blogspot.com/2007/05/accidental-learning-and-power-of.html Researchers have found that the human brain has a natural affinity for narrative construction.
  • 85. http://karlkapp.blogspot.com/2007/05/accidental-learning-and-power-of.html Researchers have found that the human brain has a natural affinity for narrative construction. Yep, people tend to remember facts more accurately if they encounter them in a story rather than in a list.
  • 86. http://karlkapp.blogspot.com/2007/05/accidental-learning-and-power-of.html Researchers have found that the human brain has a natural affinity for narrative construction. Yep, People tend to remember facts more accurately if they encounter them in a story rather than in a list. And they rate legal arguments as more convincing when built into narrative tales rather than on legal precedent.
  • 87. Bourne Conspiracy Video Game
  • 88.  
  • 89. Defense Intelligent Agency Training
  • 90. America’s Army
  • 91.  
  • 92. Stories and worlds capture the imagination
  • 93. Strategy #6: Form Learning Communities
  • 94. Which Social Networking Software Do You Use the Most?
    • None
    • LinkedIn
    • MySpace
    • Ning
    • Facebook
    • What is this “Social Network” subject of which you speak?
  • 95. Trends Creators Critics Collectors Joiners Spectators Inactives 12-17 18-21 22-26 27-40 41-50 51-61 62+ 12-17 18-21 22-26 27-40 41-50 51-61 62+ Joiners Creators
  • 96. Extend Conversations www.karlkapp.blogspot.com
  • 97. Connect with Other Professionals
  • 98. http://tinyurl.com/top50lib
  • 99.  
  • 100.  
  • 101. Strategy#7: Learner Created Content Create Youtube Moments.
  • 102.  
  • 103. Strategy #10: Leverage Games
  • 104. Strategy # 11: Feedback
  • 105. Solution #12: Mix it up in the Classroom
  • 106.
    • Provide many feedback opportunities
    • Move from activity to activity
    • Use games and feedback devices
    • Break out sessions
  • 107. Include models and manipulatives in your collection
  • 108. Use Small Group Exercises and Breakout Groups
  • 109. Let Learner’s Teach
  • 110. Solutions
    • Teach Right Use of Media
    • Think Outside of PowerPoint
    • Borrow from Other Media
    • Provide a Challenge
    • Tell a Story
    • Leverage Gadgets
    • Form Learning Communities
    • Leverage Learner Created Content
    • Leverage games
    • Feedback
    • Mix it Up in the classroom
  • 111. 5 Top Five-Individual Top Five-Group Top Five-Workshop
  • 112. You thought this workshop and information was…
    • Eye opening
    • Applicable to my situation
    • Nothing new
    • Boring
    • Can’t be done in my organization
    • Oh, it is over already…I could really have napped a little longer
  • 113. Questions and Resources
    • www.karlkapp.blogspot.com
      • Recommended books
      • Samples and Examples
    • Whitepaper available
      • http://www.e-learningguru.com/wpapers/vendor/Kapp_GGG.pdf
    • ASTD Learning Circuits
      • Teaching Facts with Fun, Online Games
    • Email: karlkapp@gmail.com
    • http://karlkapp.blogspot.com
    • www.gadgetsgamesandgizmos.com
    • www.learningin3d.info