Gaming In Libraries

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A slideshow done by the research fellow at the Library Research Service for a Brown Bag presentation for the Colorado Department of Education (CDE). The research was presented to show the link between gaming and literacy, and how gaming is used in public and school libraries.

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Gaming In Libraries

  1. 1. Gaming in Libraries
  2. 2. Who’s playing video games? <ul><li>97 percent of teens ages 17 and younger </li></ul><ul><li>53 percent of adults ages 18 – 65 </li></ul><ul><li>23 percent of adults ages 65 and older </li></ul>
  3. 3. Learning & Literacy <ul><li>“ Games require players to construct hypotheses, solve problems, develop strategies, [and] learn the rules of the in-game world through trial and error… playing games is, thus, an ideal form of preparation for the workplace of the twenty-first century…” </li></ul><ul><li>The Economist , 8/4/05 </li></ul>
  4. 4. Civic Participation <ul><li>Teens who play video games in person with others are more likely to be engaged in civic and political activities </li></ul>
  5. 5. Gaming Programs <ul><li>“ I hope that librarians and the general public know the importance of offering quality programs that meet both the educational and recreational needs of the community. I firmly believe that gaming programs do both.“ </li></ul><ul><li>- Julie Zeoli, Yorba Linda Public Library, CA </li></ul>
  6. 6. School Programs <ul><li>I Support Learning Video Game Design </li></ul><ul><ul><li>100% of the students maintained or improved math scores </li></ul></ul><ul><ul><li>89% of the students maintained or improved reading scores </li></ul></ul>
  7. 7. Positive Impacts of Gaming <ul><li>&quot;From personal experience, I can tell you that gaming events are among the most popular programs that we offer across all age groups and have really helped to bring in more long-term library users who have discovered our books, computers, research services, etc during their time in our buildings for gaming. If you play it, they will come.&quot; </li></ul><ul><li>- Paul Stonebridge, Pasco County Library System, FL </li></ul>
  8. 8. <ul><li>Experiment and Interact </li></ul><ul><li>Highlight Technology </li></ul><ul><li>Educate </li></ul><ul><li>Excite and Encourage </li></ul><ul><li>Advise </li></ul>Goals of the Wii Project
  9. 9. “ What I have noticed is that once the video games get [teens] in the door, they look around and see other cool things that we have going on here.” -Toni Weller, teacher librarian, Falcon Bluffs Middle School CAL Booth Setup
  10. 10. <ul><ul><li>Linking gaming and literacy </li></ul></ul><ul><ul><li>What are some current trends and programs? </li></ul></ul><ul><ul><li>How can we afford it? </li></ul></ul><ul><ul><li>Tips and suggestions </li></ul></ul>Overview of Gaming Program Pack
  11. 11. <ul><li>Field questions </li></ul><ul><li>Engage in resources </li></ul><ul><li>Discuss programs </li></ul><ul><li>Connect </li></ul><ul><li>PLAY! </li></ul>Accomplishments

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