Information Literacy & Gamification Using Minecraft


Published on

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
    Are you sure you want to  Yes  No
    Your message goes here
  • Great presentation, Val. One can really see the impact of technology is having on learning and teaching through virtual worlds.
    Are you sure you want to  Yes  No
    Your message goes here
No Downloads
Total views
On SlideShare
From Embeds
Number of Embeds
Embeds 0
No embeds

No notes for slide

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
  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 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 and 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. 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.