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The Pokédex was created by Professor Oak as an invaluable tool to a Trainer in the Pokémon world. It gives information about all Pokémon in the world that are contained in its database, although it differs in how it acquires and presents information over the different medias.
data INFORMATION
Our students and library users use Pokémon in a recreational way.  PLAY GAME yet,
Now is the time to reconsider the value of play.  Our students / library users are CHOOSING to play games in which goals are collecting and working with information.
WHY are our students playing these highly sophisticated games, which in many cases are more cognitively “difficult” than their coursework? They aren’t “getting” anything out of it. They aren’t making money or getting grades.  Overcoming a challenge,  and mastering it.
HOMEWORK: http://www.youtube.com/watch?v=u6XAPnuFjJc
“…as our understanding of both cognitive science and game design continues to advance…game play will find a central place inside schools. I think in 30 years’ time we will marvel that we ever tried to deliver a curriculum without gaming.”
Gaming will not replace the textbook, just as audio and video did not replace the textbook; just as the textbook did not replace the teacher.  Even in a world where Pokémon exist, they still need a “Professor Oak”.
James Paul Gee on the evolving role of the teacher:
HOMEWORK: New York Times Magazine Cover Story, September 19, 2010 Video Games Win a Beachhead in the Classroom - NYTimes.com
“The language of gamers is, when you begin to decipher it, the language of strivers. People who play video games speak enthusiastically about “leveling up” and are always shooting for the epic win. Getting to the end of even a supposedly simple video game can take 15 or more hours of play time, and it almost always involves failure — lots and lots of failure.”
This concept is something that Will Wright refers to as “failure-based learning,” in which failure is brief, surmountable, often exciting and therefore not scary. A well-built game is, in essence, a series of short-term feedback loops, delivering assessment in small, frequent doses.
..children who persist in playing a game are demonstrating a valuable educational ideal. They play for five minutes and they lose, they play for 10 minutes and they lose. They’ll go back and do it a hundred times. They’ll fail until they win.”
F FFFFFFFFFFFFFFFF A
HOMEWORK: PBS’ Frontline: James Paul Gee on How Video Games Can Help
His idea that the traditional schooling structure now has “competition” was one that resonated with librarians. By competition, he meant this: in the past, if you wanted to learn something, you had to go to “school”. NOW, you can go lots of places; I’ve managed to get things like “Login with Facebook” and mobile phone “touch” integration on 8bitlibrary.com without ever going to school to learn it.
This puts school librarians in a very unique position in the overall structure of the school district: someone who has the opportunity to both innovate and connect with students in important, non-traditional ways.  This also means that partnerships between public librarians, school librarians, and teachers can be built on the basis of new and effective learning techniques.
Let’s channel that demonstrated capacity for self-directed learning.
If we believe that our students are capable of achievement, than the role of a school librarian, teacher, or public librarian is similar:
MOTIVATOR
The most interesting part of that article is that “leveling up” is essentially an assessment model, yet the teachers in the article said it is exciting and motivating students. Think of other ways that students are assessed, and ask yourself if you could EVER describe the assessment as motivating?
HOMEWORK: Implementation ideas! The Pokémon Generation: Building lesson plans around a gaming environment creates effective learning. Gaming in the HS Classroom
http://www.gameslearningsociety.org
Video games tell a story: they have thematic elements, narrative devices, plot, character development…
“An icy chill seemed to sweep through the room as I heard the inmates speaking among themselves. Not wanting to be seen, I crept silently close to the walls of the old asylum, being sure that my body was cloaked in shadow.  The open doorway on my left was an opportunity to get out of sight.  The room was empty, save some scattered papers and an old roll-top desk. Was that a reel of audio-tape on the desk? I picked up the tape and ran a finger across the dusty label:Arkham Asylum: Interview Tape 1: Edward Nigma: aka: The Riddler“.
E3 Special Edition: 10 Video-Game Worlds We Wish We Could Live In
Learning Communities! Our students don’t just learn, they produce.  Memorizing facts does not prepare students for future learning.  “Just learning a bunch of facts in school won’t do you much good.”
Collections for programming:
Questions? JP Porcaro, jp@porcaro.info facebook.com/librarianjp twitter.com/librarianjp 8bitlibrary.com ALL LINKS & HOMEWORK ASSIGNMENTS can be found at 

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Home assignment II on Spectroscopy 2024 Answers.pdf
 

Pokemon, learning & libraries

  • 1. The Pokédex was created by Professor Oak as an invaluable tool to a Trainer in the Pokémon world. It gives information about all Pokémon in the world that are contained in its database, although it differs in how it acquires and presents information over the different medias.
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  • 4. Our students and library users use Pokémon in a recreational way. PLAY GAME yet,
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  • 6. Now is the time to reconsider the value of play. Our students / library users are CHOOSING to play games in which goals are collecting and working with information.
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  • 9. WHY are our students playing these highly sophisticated games, which in many cases are more cognitively “difficult” than their coursework? They aren’t “getting” anything out of it. They aren’t making money or getting grades. Overcoming a challenge, and mastering it.
  • 11. “…as our understanding of both cognitive science and game design continues to advance…game play will find a central place inside schools. I think in 30 years’ time we will marvel that we ever tried to deliver a curriculum without gaming.”
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  • 14. Gaming will not replace the textbook, just as audio and video did not replace the textbook; just as the textbook did not replace the teacher. Even in a world where Pokémon exist, they still need a “Professor Oak”.
  • 15. James Paul Gee on the evolving role of the teacher:
  • 16. HOMEWORK: New York Times Magazine Cover Story, September 19, 2010 Video Games Win a Beachhead in the Classroom - NYTimes.com
  • 17. “The language of gamers is, when you begin to decipher it, the language of strivers. People who play video games speak enthusiastically about “leveling up” and are always shooting for the epic win. Getting to the end of even a supposedly simple video game can take 15 or more hours of play time, and it almost always involves failure — lots and lots of failure.”
  • 18. This concept is something that Will Wright refers to as “failure-based learning,” in which failure is brief, surmountable, often exciting and therefore not scary. A well-built game is, in essence, a series of short-term feedback loops, delivering assessment in small, frequent doses.
  • 19. ..children who persist in playing a game are demonstrating a valuable educational ideal. They play for five minutes and they lose, they play for 10 minutes and they lose. They’ll go back and do it a hundred times. They’ll fail until they win.”
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  • 22. HOMEWORK: PBS’ Frontline: James Paul Gee on How Video Games Can Help
  • 23. His idea that the traditional schooling structure now has “competition” was one that resonated with librarians. By competition, he meant this: in the past, if you wanted to learn something, you had to go to “school”. NOW, you can go lots of places; I’ve managed to get things like “Login with Facebook” and mobile phone “touch” integration on 8bitlibrary.com without ever going to school to learn it.
  • 24. This puts school librarians in a very unique position in the overall structure of the school district: someone who has the opportunity to both innovate and connect with students in important, non-traditional ways. This also means that partnerships between public librarians, school librarians, and teachers can be built on the basis of new and effective learning techniques.
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  • 26. Let’s channel that demonstrated capacity for self-directed learning.
  • 27. If we believe that our students are capable of achievement, than the role of a school librarian, teacher, or public librarian is similar:
  • 29. The most interesting part of that article is that “leveling up” is essentially an assessment model, yet the teachers in the article said it is exciting and motivating students. Think of other ways that students are assessed, and ask yourself if you could EVER describe the assessment as motivating?
  • 30. HOMEWORK: Implementation ideas! The Pokémon Generation: Building lesson plans around a gaming environment creates effective learning. Gaming in the HS Classroom
  • 32. Video games tell a story: they have thematic elements, narrative devices, plot, character development…
  • 33. “An icy chill seemed to sweep through the room as I heard the inmates speaking among themselves. Not wanting to be seen, I crept silently close to the walls of the old asylum, being sure that my body was cloaked in shadow.  The open doorway on my left was an opportunity to get out of sight.  The room was empty, save some scattered papers and an old roll-top desk. Was that a reel of audio-tape on the desk? I picked up the tape and ran a finger across the dusty label:Arkham Asylum: Interview Tape 1: Edward Nigma: aka: The Riddler“.
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  • 38. E3 Special Edition: 10 Video-Game Worlds We Wish We Could Live In
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  • 40. Learning Communities! Our students don’t just learn, they produce. Memorizing facts does not prepare students for future learning. “Just learning a bunch of facts in school won’t do you much good.”
  • 42. Questions? JP Porcaro, jp@porcaro.info facebook.com/librarianjp twitter.com/librarianjp 8bitlibrary.com ALL LINKS & HOMEWORK ASSIGNMENTS can be found at 

Editor's Notes

  1. highly sophisticated games: extreme concentration; an ability to remember past facts, events, places on a map, and be able to make contextualized decisions; complex mathematical decisions….
  2. Some brain structures may be more apt to learning than others. This must mean, though, that gaming takes some serious cognitive ability.
  3. So in that NY Times article, there’s just negative comment after negative comment about low-income students who have computers at home (and, let’s not forget that old basic rule of comparisons “Correlation does not imply causation“). So in one of the studies, there were strict filters put on the computers so the students could only use them for what was deemed “educational” by those performing the study. What the most interesting line in this article says is: