For Presenation at ACRL, Friday, March 13, 2009: The Champlain College Library asked students from our Electronic Game Design Program and the Emergent Media Center to create a game to complement our Information Literacy (IL) program. Little did we know that this collaboration would lead us to question and re-envision what we mean by information literacy. Through the library-student collaboration, it became clear to the Library that words like authority, credibility, reliability, and currency were being used superficially. Clearly, our information literacy efforts needed to focus more on which factors were needed rather than prescribed. In a more abstract environment, like a game, the focus shifts from filling in the right answer to seeking and using the best information in a non-traditional context, as a demonstration of the game will show. Champlain’s IL program now encourages students to recognize and apply information literacy across multiple contexts. By identifying, discussing, and analyzing the information they use every day, students articulate their expectations and goals for the information they use. Those expectations and goals influence their information seeking in all situations, thereby bringing information literacy into students’ lives, not just their assignments. Game Design students’ reactions and understanding of information literacy have shaped the pedagogical approach to information literacy on our campus. Our information literacy program capitalizes and expands on students’ prepossessed knowledge and asks them to be cognizant of these skills in all situations. In doing so, we have an information literacy program that we think will make a difference in students’ lives.
Using Video Games to Promote Positive Social Interaction on Campus - 2007Bruce Jones
Delivered to the ACUI on April 2007. "Using Video Games to Promote Positive Social Interaction on Campus" (PDF). Gaming Technology. Savage Geckos LLC. Retrieved 2009-07-31
How video games can enhance graduate attributesUofGlasgowLTU
This workshop begins by seeking to determine which graduate attributes participants feel they currently possess, and reflect upon how and where these attributes were developed. Inspired by preliminary research into students’ views on video games and their relationship with learning, the workshop then examines each of the University’s stated graduate attributes and invites discussion around the assertion that many of these attributes can be – and are already being – developed as a result of engagement with modern video games.
Open to Opportunity: Possibilities for libraries in open education Sarah Cohen
Libraries around the country, and the world, are increasingly devoting time and resources to open education. But why? In what way are libraries part of this movement and how does it serve our missions and services? This presentation will describe the value that libraries’ engagement in this space can offer to our institutions, our students, and our profession; and, to outline possible ways forward for libraries that are interested in committing their limited resources to this transformative effort.
Savings are nice, but learning is nicer: Libraries linking open textbooks wi...Sarah Cohen
With Marilyn Billings, UMASS Amherst.
This presentation will make the case for how open textbooks and OER can foster collaboration between instruction librarians, scholarly communication librarians, and faculty in order to advance access to course content, improve student learning, and continue the crusade for saving students money on course content.
Train-the-Trainer: OR Community Colleges Open Textbook WorkshopSarah Cohen
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Using Video Games to Promote Positive Social Interaction on Campus - 2007Bruce Jones
Delivered to the ACUI on April 2007. "Using Video Games to Promote Positive Social Interaction on Campus" (PDF). Gaming Technology. Savage Geckos LLC. Retrieved 2009-07-31
How video games can enhance graduate attributesUofGlasgowLTU
This workshop begins by seeking to determine which graduate attributes participants feel they currently possess, and reflect upon how and where these attributes were developed. Inspired by preliminary research into students’ views on video games and their relationship with learning, the workshop then examines each of the University’s stated graduate attributes and invites discussion around the assertion that many of these attributes can be – and are already being – developed as a result of engagement with modern video games.
Open to Opportunity: Possibilities for libraries in open education Sarah Cohen
Libraries around the country, and the world, are increasingly devoting time and resources to open education. But why? In what way are libraries part of this movement and how does it serve our missions and services? This presentation will describe the value that libraries’ engagement in this space can offer to our institutions, our students, and our profession; and, to outline possible ways forward for libraries that are interested in committing their limited resources to this transformative effort.
Savings are nice, but learning is nicer: Libraries linking open textbooks wi...Sarah Cohen
With Marilyn Billings, UMASS Amherst.
This presentation will make the case for how open textbooks and OER can foster collaboration between instruction librarians, scholarly communication librarians, and faculty in order to advance access to course content, improve student learning, and continue the crusade for saving students money on course content.
Train-the-Trainer: OR Community Colleges Open Textbook WorkshopSarah Cohen
With Dave Ernst, slide from the Open Textbook Network (open.umn.edu) all-day workshop with OR Community Colleges and Open Oregon. Our goal is to help identify and overcome barriers to open textbook adoption, build capacity for open textbooks at individual campuses and across the system, and prepare representatives to give workshops on their own.
A presentation for the HACC Information Literacy Symposium on May 14, 2009 in Harrisburg, PA. The presentation focuses on the use of home-made instructional games in the college library classroom.
Innovative Pedagogies for ESD and GCED - UNESCOMEGA Generation
Presentation used in the debate “Innovative pedagogies for ESD and GCED: Is game-based learning the future?” organized by the UNSECO MGIEP during the UNESCO Week for Peace and Sustainable Development that took place in Ottawa, Canada.
A Vision for Small(er) Institutions in open educationSarah Cohen
Keynote at ConnectNY.
Smaller institutions have been slow to join the open education movement yet they offer unique conditions to engage faculty and students through open pedagogy. This talk outlines the important role small(er) institutions can play in open education.
Licensed CC BY.
A presentation for the HACC Information Literacy Symposium on May 14, 2009 in Harrisburg, PA. The presentation focuses on the use of home-made instructional games in the college library classroom.
Innovative Pedagogies for ESD and GCED - UNESCOMEGA Generation
Presentation used in the debate “Innovative pedagogies for ESD and GCED: Is game-based learning the future?” organized by the UNSECO MGIEP during the UNESCO Week for Peace and Sustainable Development that took place in Ottawa, Canada.
A Vision for Small(er) Institutions in open educationSarah Cohen
Keynote at ConnectNY.
Smaller institutions have been slow to join the open education movement yet they offer unique conditions to engage faculty and students through open pedagogy. This talk outlines the important role small(er) institutions can play in open education.
Licensed CC BY.
We Can and We Should: libraries' role in open educationSarah Cohen
We can and we should: the libraries' role in open education
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Barriers to Open Textbook Adoption: University of KansasSarah Cohen
A workshop for library faculty and staff, teaching and learning staff, instructional designers, and anyone who supports faculty in adopting course materials.
The Open Textbook Network: libraries working together to advance open textbooksSarah Cohen
Over the last three years, the Open Textbook Library, now hosting upwards of 175 complete open textbook titles, has built these titles’ credibility and increased faculty exposure to open textbooks by incentivizing textbook reviews by faculty from institutions across the country. Libraries have been at the core of our outreach and are our most integral partners in reaching faculty and building capacity on campuses for open textbooks. At the invitation of our partner libraries, we’ve visited dozens of schools to seed and support their open education programs. As a result, our partner institutions’ data shows that over 40% of their faculty attendees to our workshops adopt an open textbook. This small pilot group of faculty has saved students over $410,000 in textbook costs in less than three years.
This presentation will introduce attendees to the Open Textbook Network - a consortium of institutions working to help faculty overcome barriers to adoption of open textbooks, increase institutional capacity to support faculty adoption and use of open textbooks, and collaboratively develop new understandings and best practices of open textbook adoption and use. Attendees will learn more about what’s to come for the Open Textbook Library, our partners, our data, and why open textbooks are a sustainable avenue towards initiating and sustaining open education programming.
ePortfolios: Good for the Institution, Good for the StudentSarah Cohen
Presentation at AACU in Washington DC on the possibilities and pitfalls of an ePortfolio assessment system. Uses our course-embedded, information literacy rubrics as an example of how ePorts can make a difference in teaching and in gaining faculty buy in.
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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/
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