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Information Literacy &
Gamification using Minecraft

Valerie Hill, PhD
Lewisville ISD Librarian
Adjunct Instructor TWU
ALA...
What is literacy?

lit·er·a·cy
lit-er-uh-see
noun: literacy
1. the ability to read and write.
Information Literacy includes all formats:
physical, virtual, and augmented.
•Digital literacy
•Media literacy
•Traditiona...
Print, electronic, digital, virtual, 3D, au
gmented, mixed reality

Virtual experiences feel life-like through haptic tech...
Video games are now considered a literary genre.
In participatory digital culture, learners
both consume and produce (prosumers).
Alvin Toffler
In other words…
Consume
• Read
• Listen
• Watch a video
• Play the game
• Collect
• Subscribe

Produce
• Write
• Talk or s...
Virtual Worlds & Education
OLD Model: Buy the toy- Play the
game

NEW Model: Build games with
embedded educational content...
Virtual worlds are one of many ways to teach
information literacy in digital culture.
Learners of all age groups
Adults in Virtual Worlds

Banned Books Week - Discussion

Children in Virtual Worlds

Virtual A...
Registered Accounts in Virtual Worlds
Information Literacy has changed.
At what age

to create

do students begin

Digital Footprints?
Digital Citizenship
Let’s Visit
MinecraftEDU
My School Library
Project Purpose
• Use gamification to embed information literacy
• Allow students to lead PBL project
• ...
Why Use MinecraftEdu?
• Teach students in a way they will find fun and engaging
• Get your students excited about their Hi...
A 3D Virtual World designed for building with cubes.
Getting Started
•
•
•
•

Get familiar with the game
Obtain school district approval
MinecraftEDU vs Minecraft
Understand p...
The desire to create resides in each of us.
“What can we make?” asks the child.
Step by Step
1. Start small (student led)
2. Brainstorm purpose (digital citizenship
was our chosen theme)
3. Regular meet...
Listen, observe, and
allow for creativity
Interesting comments from the students:
“Stop trolling me!”
“Have you ever heard...
The final product…
In spring 2013, we successfully created an
original video game in Minecraft. Students
who complete the ...
Machinima on Youtube

http://www.youtube.com/watch?v=lKMYGOUyTY0&feature=share&list=UUrxwLEmZILcl7
4lwKx2wJSQ&index=9
Future Plans

The project continues.
Fifth grade videogame creators
work toward the goal of presenting
to third grade “tes...
Q&A
• Remember emerging tech trends
will continue to change.
• No one single application is
“best” or absolute for teachin...
Bibliography
American Library Association. 2007. Standards for the 21st Century Learner. Chicago: American Association of ...
Information Literacy & Gamification Using Minecraft
Information Literacy & Gamification Using Minecraft
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Information Literacy & Gamification Using Minecraft

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5th grade students build a digital citizenship game in Minecraft. The project was presented at the American Library Association Midwinter Conference in Philadelphia (Jan. 2014).

Published in: Education, Technology
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Transcript of "Information Literacy & Gamification Using Minecraft"

  1. 1. Information Literacy & Gamification using Minecraft Valerie Hill, PhD Lewisville ISD Librarian Adjunct Instructor TWU ALA Midwinter 2014 @valibrarian
  2. 2. What is literacy? lit·er·a·cy lit-er-uh-see noun: literacy 1. the ability to read and write.
  3. 3. Information Literacy includes all formats: physical, virtual, and augmented. •Digital literacy •Media literacy •Traditional literacy •Transliteracy •Audio-Visual literacy •Web literacy •Print literacy •Balanced literacy
  4. 4. Print, electronic, digital, virtual, 3D, au gmented, mixed reality Virtual experiences feel life-like through haptic technology. (Hecher et al, 2011)
  5. 5. Video games are now considered a literary genre.
  6. 6. In participatory digital culture, learners both consume and produce (prosumers). Alvin Toffler
  7. 7. In other words… Consume • Read • Listen • Watch a video • Play the game • Collect • Subscribe Produce • Write • Talk or sing • Make a video • Create the game • Curate and share • Upload
  8. 8. Virtual Worlds & Education OLD Model: Buy the toy- Play the game NEW Model: Build games with embedded educational content Gamification in education (James Paul Gee)
  9. 9. Virtual worlds are one of many ways to teach information literacy in digital culture.
  10. 10. Learners of all age groups Adults in Virtual Worlds Banned Books Week - Discussion Children in Virtual Worlds Virtual Anne Frank Museum
  11. 11. Registered Accounts in Virtual Worlds
  12. 12. Information Literacy has changed.
  13. 13. At what age to create do students begin Digital Footprints?
  14. 14. Digital Citizenship
  15. 15. Let’s Visit MinecraftEDU
  16. 16. My School Library Project Purpose • Use gamification to embed information literacy • Allow students to lead PBL project • Continue my research on virtual worlds in education & libraries • Get students excited about learning • Use physical library as virtual “makerspace”
  17. 17. Why Use MinecraftEdu? • Teach students in a way they will find fun and engaging • Get your students excited about their History class, or their Social Studies class, or virtually any other subject, by hosting the class in a virtual Minecraft World • MinecraftEdu provides great flexibility for customizing the student experience to your subject/course material • MinecraftEdu provides controls to prevent your students running amok and straying off course • Many students will already be familiar with Minecraft, reducing the learning curve • Minecraft worlds and projects created by other teachers are already available to download and use, making implementation easy and cutting down course planning time • Setup and installation is easy, and the load on your IT resources is easily manageable • Did we mention it’s fun and the students will love it? FROM http://theedublogger.com/2013/11/21/gaming-in-education-minecraft-in-schools/
  18. 18. A 3D Virtual World designed for building with cubes.
  19. 19. Getting Started • • • • Get familiar with the game Obtain school district approval MinecraftEDU vs Minecraft Understand purpose (real learning embedded in new formats) • Failure is acceptable! No fear of embracing new frontiers
  20. 20. The desire to create resides in each of us. “What can we make?” asks the child.
  21. 21. Step by Step 1. Start small (student led) 2. Brainstorm purpose (digital citizenship was our chosen theme) 3. Regular meetings (after school club) 4. Guidance from teacher/librarian (keep them focused but allow creativity) 5. Document progress
  22. 22. Listen, observe, and allow for creativity Interesting comments from the students: “Stop trolling me!” “Have you ever heard of griefing?” “How do you (insert question here as it was heard repeatedly through collaboration)?” “Will you teleport me to your house?”
  23. 23. The final product… In spring 2013, we successfully created an original video game in Minecraft. Students who complete the challenge demonstrate understanding of basic digital citizenship and cyber safety. View our machinima on Youtube “Digital Citizens in Minecraft”
  24. 24. Machinima on Youtube http://www.youtube.com/watch?v=lKMYGOUyTY0&feature=share&list=UUrxwLEmZILcl7 4lwKx2wJSQ&index=9
  25. 25. Future Plans The project continues. Fifth grade videogame creators work toward the goal of presenting to third grade “testers”.
  26. 26. Q&A • Remember emerging tech trends will continue to change. • No one single application is “best” or absolute for teaching. • Collaborative, constructivist learning is expanding as we now live in digital participatory culture. • 21st Century Learning Standards can be embedded in new formats.
  27. 27. Bibliography American Library Association. 2007. Standards for the 21st Century Learner. Chicago: American Association of School Librarians, 2007. Creative Commons photos from http://photopin.com/ and http://www.bigfoto.com/ Gee, James Paul. 2003. What Video Games have to Teach Us About Learning and Literacy. New York: Palgrave Macmillan. Harris, Albert L., and Alan Rea. 2009. Web 2.0 and virtual world technologies: A growing impact on IS education. Journal of Information Systems Education 20, (2): 137-44. Hecher, M. M., Möstl, R. R., Eggeling, E. E., Derler, C. C., & Fellner, D. W. (2011). 'Tangible Culture' - Designing virtual exhibitions on multi-touch devices. Information Services & Use, 31(3/4), 199-208. Hill, Valerie, and Hyuk-Jin Lee. 2009. Libraries and immersive learning environments unite in second life. Library Hi Tech 27, (3): 338-56. Kzeroworldswide. 2013. Virtual world reports. http://www.kzero.co.uk/ Mastel, Kristen, and Dave Huston. 2009. Using video games to teach game design: A gaming collection for libraries. Computers in Libraries 29, (3) (03/01): 41-4. Peterman, Dana and Timothy Grieg. 2007. Shifts in Library and Librarian Roles: ALA/ Tech Source Gaming. Learning and Libraries Symposium. Library Hi Tech News incorporating Online and CD Notes, (24(8), 25-29. Webber, Sheila and Diane Nahl. 2011. Sustaining Learning for LIS through use of a Virtual World. IFLA Journal (37)(1): 5-15.
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