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Percolating the
            Power of Play
Sarah Faye Cohen, Information Literacy Librarian
Timothy Miner, Emergent Media Center
Lauren Nishikawa, Emergent Media Center
Champlain College
Burlington, Vermont
http://www.flickr.com/photos/glemak/270320923/in/photostream/



Champlain College—
how are we different than most
colleges?
The Emergent Media Center

 Student Driven,
  complementing
  Champlain’s EGD degree.

 Project based.
 A diversity of relationships.
 For more information:
  www.champlain.edu/
  Emergent-Media-
  Center.html
Information Literacy in
Champlain’s Core Curriculum

                                                   Inquiry-based
                                                   information literacy
                                                   embedded in a four
                                                   year, incremental,
                                                   interdisciplinary general
                                                   education curriculum.
                                                   Assessed every
                                                   semester, all four years,
                                                   through rubric-based,
                                                   ePortfolios.
http://www.flickr.com/photos/imagemd/827470717/
Why a game?
“Video gaming is pervasive in
the lives of American teens—
young teens and older teens,
girls and boys, and teens from
across the socioeconomic
spectrum. Opportunities for
gaming are everywhere, and
teens are playing video games
frequently. When asked, half of
all teens reported playing a
video game “yesterday.” Those
who play daily typically play for
an hour or more. Fully 97% of
teens ages 12-17 play computer,          http://www.flickr.com/photos/tracer/2138808109/
web, portable, or console
games.”


Pew Internet and American Life Project. Teens, Video Games, and Civics.
The Learning Potential
                                                       of Games within
                                                       Higher Education
                                                       Information Literacy
                                                        How can librarians re-envision
                                                               what a video game is?

                                                                James Paul Gee defines
                                                        a game as “a set of experiences
                                                        a player participates in from a
                                                        particular perspective…designed
                                                        to set up certain goals for
                                                        players, but often leaves players
                                                        free to achieve these goals in
                                                        their own way.”
                                                        (Gee, 23)
http://www.flickr.com/photos/mindcaster-ezzolicious/
400594096/
Games as petri dish for Info Lit:

“Information literacy competency
extends learning beyond formal
classroom settings…”
    (ACRL Competency Standards for Higher Education).


“By presenting students with real-world
situations and allowing them to play a
game by applying newly learned library
skills, the concept of information
literacy loses its abstract, theoretical
quality and becomes a relevant part of
their lives.”
     (Ameet Doshi, “How Gaming Could Improve
                                                        http://www.flickr.com/photos/cornellfungi/1875227806/
Information Literacy”)                                                                         in/photostream/
Models for
Connecting Gaming to
  Information Literacy
The Hero’s Journey

                                                      A familiar model to gamers.
                                                      “…the research process is a
                                                      journey of transformation in
                                                      which the researcher leaves
                                                      behind the comfortable world
                                                      that he or she knows, gains new
                                                      knowledge, and then returns—
                                                      changed in some way by his or
                                                      her learning.” (Holmes, 19)
http://www.flickr.com/photos/walkingthedeepfield/
                                                      Initially a model for both games
2537561319/
 Kuhlthau shows research to be affective, iterative, recursive,
experiential, and strategic.

 Enormously helpful for gamers: structure moments to
emphasize emotions rather than narrative.
From the models…

                                                    EPIPHANIES:
                                                    for librarians in the gaming model;
                                                    for gamers in the library model.




http://www.flickr.com/photos/ejpphoto/2413534372/
The Games
Process Timeline
Semester by Semester
  Fall 2007:
        Pitch idea of a game to EMC.
        All student meeting to define IL.
        Break into groups based on types of games.
    Spring 2008:
         Selected two concepts to move forward.
    Summer 2008:
         Workstudy students creating prototypes & full
          design documents.

    Fall 2008:
          Critiques with the Library.
          EMC moved to a new space.
          Set deadline for Dec. completion.
    Spring 2009:
         New teams to finish King and clean up Searchlight.
SearchLight
   Highlights the need for
   information literacy in
   multiple aspects of life.
   Presents a broadly-
   defined goal with player-
   driven specifics.
   World broken down into
   metaphorical resources.
   Free-roaming structure
   encourages exploration.
   Emphasis on information
   filtering and resource
   evaluation.
Dustin King in Locked and Literate

                                       Presents increasingly difficult
                                        questions for which the player
                                        must gather information in
                                        order to construct an answer.
                                       Select and present information
                                        appropriate to a particular
                                        audience.
                                       Evaluate electronic sources
                                        such as the Internet and
                                        databases, printed materials
                                        such as books and notes, and
                                        information from peers.
                                       Linear, narrative based game
                                        with multiple endings
                                        dependent upon player
                                        choices.
What is the game good for?



                                                      A complement to our
                                                      information literacy
                                                      program.

                                                      Helping us rethink what
                                                      information literacy
                                                      instruction can be.




http://www.flickr.com/photos/fishyfish/2376516297/
Fusing Fun into IL Instruction

Just one example…

  Describing a coke can in as many
  ways as we can think of.

  Connection to generating keywords
  for a database searching.

  Active learning, inquiry based, FUN!
  Adapted from Debbi Renfrow’s
  Developing Keywords Exercise in
  Empowering Students II: Teaching
  Information Literacy Concepts with      http://www.flickr.com/photos/rschreff/
                                          677670249/
  hands-on and Minds-on Activityies.
Challenges Faced

                                                   Information literacy vs.
                                                   bibliographic instruction;

                                                   Student centric rather
                                                   than library centric;

                                                   The challenges of
                                                   collaborating with
                                                   student teams.

http://www.flickr.com/photos/steffe/2559983505/
To Take Out

         We are not as different as we might think.

                                       Students give useful and
                                       important insight into how IL
                                       is understood.

                                       The opportunity for gaming
                                       as a tool in higher education
                                       libraries is STRONG.

                                       Sharing connections.
http://www.flickr.com/photos/n0wak/
2608496273/
Works Cited
    Pew Internet and American Life Project. Teens, Video Games, and Civics. 16 Sept.
     2008. 19 February 2009.
     http://www.pewinternet.org/pdfs/PIP_Teens_Games_and_Civics_Report_FINAL.pdf

     quot;Information Literacy Competency Standards for Higher Education,quot; American Library
     Association, September 01, 2006.http://www.ala.org/ala/mgrps/divs/acrl/standards/
     informationliteracycompetency.cfm (Accessed February 24, 2009)

    James Paul Gee, “Learning and Games,” in The Ecology of Games: Connecting Youth,
     Games, and Learning, ed. Katie Salen, 21-40. Cambridge, MA: MIT Press, 2008.

    Ameet Doshi, quot;How Gaming Could Improve Information Literacy,quot; Computers in
     Libraries 26, no. 5 (2006): 14-17. Academic Search Complete, EBSCOhost (accessed
     December 19, 2008).

    Thomas Holmes, quot;The hero's journey: an inquiry-research model.quot; Teacher Librarian
     34, no. 5 (2007): 19-22. Academic Search Complete, EBSCOhost (accessed December
     19, 2008).

    Carol Collier Kuhlthau, Seeking Meaning: A Process Approach to Library and
     Information Services (Westport, CT: Libraries Unlimited, 2004).

    Debbie Renfrow, “Developing Keywords,” in Empowering Students II: Teaching
     Information Literacy Concepts with hands-on and Minds-on Activityies. Active Learning
     Series No. 8. C.A. Germain & D. Bernnard, eds. Pittsburgh, Library Instruction
     Publications, 2004. Pg. 117.
Thank you.
                              To learn more, please contact
                Sarah Faye Cohen, cohen@champlain.edu
      Timothy Miner, timothy.miner@mymail.champlain.edu
Lauren Nishikawa, lauren.nishikawa@mymail.champlain.edu

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Percolating the Power Of Play

  • 1. Percolating the Power of Play Sarah Faye Cohen, Information Literacy Librarian Timothy Miner, Emergent Media Center Lauren Nishikawa, Emergent Media Center Champlain College Burlington, Vermont
  • 3. The Emergent Media Center  Student Driven, complementing Champlain’s EGD degree.  Project based.  A diversity of relationships.  For more information: www.champlain.edu/ Emergent-Media- Center.html
  • 4. Information Literacy in Champlain’s Core Curriculum  Inquiry-based information literacy embedded in a four year, incremental, interdisciplinary general education curriculum.  Assessed every semester, all four years, through rubric-based, ePortfolios. http://www.flickr.com/photos/imagemd/827470717/
  • 6. “Video gaming is pervasive in the lives of American teens— young teens and older teens, girls and boys, and teens from across the socioeconomic spectrum. Opportunities for gaming are everywhere, and teens are playing video games frequently. When asked, half of all teens reported playing a video game “yesterday.” Those who play daily typically play for an hour or more. Fully 97% of teens ages 12-17 play computer, http://www.flickr.com/photos/tracer/2138808109/ web, portable, or console games.” Pew Internet and American Life Project. Teens, Video Games, and Civics.
  • 7. The Learning Potential of Games within Higher Education Information Literacy How can librarians re-envision what a video game is? James Paul Gee defines a game as “a set of experiences a player participates in from a particular perspective…designed to set up certain goals for players, but often leaves players free to achieve these goals in their own way.” (Gee, 23) http://www.flickr.com/photos/mindcaster-ezzolicious/ 400594096/
  • 8. Games as petri dish for Info Lit: “Information literacy competency extends learning beyond formal classroom settings…” (ACRL Competency Standards for Higher Education). “By presenting students with real-world situations and allowing them to play a game by applying newly learned library skills, the concept of information literacy loses its abstract, theoretical quality and becomes a relevant part of their lives.” (Ameet Doshi, “How Gaming Could Improve http://www.flickr.com/photos/cornellfungi/1875227806/ Information Literacy”) in/photostream/
  • 9. Models for Connecting Gaming to Information Literacy
  • 10. The Hero’s Journey   A familiar model to gamers.   “…the research process is a journey of transformation in which the researcher leaves behind the comfortable world that he or she knows, gains new knowledge, and then returns— changed in some way by his or her learning.” (Holmes, 19) http://www.flickr.com/photos/walkingthedeepfield/   Initially a model for both games 2537561319/
  • 11.  Kuhlthau shows research to be affective, iterative, recursive, experiential, and strategic.  Enormously helpful for gamers: structure moments to emphasize emotions rather than narrative.
  • 12. From the models… EPIPHANIES: for librarians in the gaming model; for gamers in the library model. http://www.flickr.com/photos/ejpphoto/2413534372/
  • 14. Process Timeline Semester by Semester   Fall 2007:   Pitch idea of a game to EMC.   All student meeting to define IL.   Break into groups based on types of games.   Spring 2008:   Selected two concepts to move forward.   Summer 2008:   Workstudy students creating prototypes & full design documents.   Fall 2008:   Critiques with the Library.   EMC moved to a new space.   Set deadline for Dec. completion.   Spring 2009:   New teams to finish King and clean up Searchlight.
  • 15. SearchLight   Highlights the need for information literacy in multiple aspects of life.   Presents a broadly- defined goal with player- driven specifics.   World broken down into metaphorical resources.   Free-roaming structure encourages exploration.   Emphasis on information filtering and resource evaluation.
  • 16.
  • 17. Dustin King in Locked and Literate   Presents increasingly difficult questions for which the player must gather information in order to construct an answer.   Select and present information appropriate to a particular audience.   Evaluate electronic sources such as the Internet and databases, printed materials such as books and notes, and information from peers.   Linear, narrative based game with multiple endings dependent upon player choices.
  • 18.
  • 19. What is the game good for?  A complement to our information literacy program.  Helping us rethink what information literacy instruction can be. http://www.flickr.com/photos/fishyfish/2376516297/
  • 20. Fusing Fun into IL Instruction Just one example…   Describing a coke can in as many ways as we can think of.   Connection to generating keywords for a database searching.   Active learning, inquiry based, FUN!   Adapted from Debbi Renfrow’s Developing Keywords Exercise in Empowering Students II: Teaching Information Literacy Concepts with http://www.flickr.com/photos/rschreff/ 677670249/ hands-on and Minds-on Activityies.
  • 21. Challenges Faced  Information literacy vs. bibliographic instruction;  Student centric rather than library centric;  The challenges of collaborating with student teams. http://www.flickr.com/photos/steffe/2559983505/
  • 22. To Take Out We are not as different as we might think.  Students give useful and important insight into how IL is understood.  The opportunity for gaming as a tool in higher education libraries is STRONG.  Sharing connections. http://www.flickr.com/photos/n0wak/ 2608496273/
  • 23. Works Cited   Pew Internet and American Life Project. Teens, Video Games, and Civics. 16 Sept. 2008. 19 February 2009. http://www.pewinternet.org/pdfs/PIP_Teens_Games_and_Civics_Report_FINAL.pdf   quot;Information Literacy Competency Standards for Higher Education,quot; American Library Association, September 01, 2006.http://www.ala.org/ala/mgrps/divs/acrl/standards/ informationliteracycompetency.cfm (Accessed February 24, 2009)   James Paul Gee, “Learning and Games,” in The Ecology of Games: Connecting Youth, Games, and Learning, ed. Katie Salen, 21-40. Cambridge, MA: MIT Press, 2008.   Ameet Doshi, quot;How Gaming Could Improve Information Literacy,quot; Computers in Libraries 26, no. 5 (2006): 14-17. Academic Search Complete, EBSCOhost (accessed December 19, 2008).   Thomas Holmes, quot;The hero's journey: an inquiry-research model.quot; Teacher Librarian 34, no. 5 (2007): 19-22. Academic Search Complete, EBSCOhost (accessed December 19, 2008).   Carol Collier Kuhlthau, Seeking Meaning: A Process Approach to Library and Information Services (Westport, CT: Libraries Unlimited, 2004).   Debbie Renfrow, “Developing Keywords,” in Empowering Students II: Teaching Information Literacy Concepts with hands-on and Minds-on Activityies. Active Learning Series No. 8. C.A. Germain & D. Bernnard, eds. Pittsburgh, Library Instruction Publications, 2004. Pg. 117.
  • 24. Thank you. To learn more, please contact Sarah Faye Cohen, cohen@champlain.edu Timothy Miner, timothy.miner@mymail.champlain.edu Lauren Nishikawa, lauren.nishikawa@mymail.champlain.edu