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The Library as a Possibility Space:
Cultivating 21 st Century Literacy and Learning




                     Brian Myers
            Center for Talent Development
              Northwestern University

           Rhode Island Library Association
              2011 Annual Conference
Goal of this presentation:

To demonstrate that the public library can effectively and inexpensively
promote 21st century literacy skills and STEM learning by providing access to
free digital media design software and design-oriented activities. These
activities include game design, digital storytelling and animation workshops
that offer opportunities for learning, peer collaboration and community-
building.




                    The Library as a Possibility Space
Structure of this presentation:




1.   Game design and digital storytelling as a context for nurturing
        important 21st century literacy skills.


2.   Game Maker Academy and the Game Design Club

              Its history and current activities

3.   Sample projects

         Game projects produced by program participants and club members

4.   Free and open source technologies, resources and instructional materials

         A selected list of IDEs and other tools utilized in our programs




                       The Library as a Possibility Space
Computer Literacy vs. Computational Literacy


Computer Literacy:

Turning on the computer
Using a mouse
Using email and business applications
Searching the Web
Etc.




Computational Literacy:

Using the computer to create, not just to passively consume
Thinking algorithmically, understanding data structures
Conversant in high level programming languages
Treating information as a multimodal entity
Etc.




                  The Library as a Possibility Space
Computer Literacy vs. Computational Literacy

Computers can be the technical foundation of a new and
dramatically enhanced literacy, which will act in many ways like the
current literacy and which will have penetration and depth of
influence comparable to what we have already experienced in
coming to achieve a mass, text-based literacy.

                                                 Andrea DiSessa
  Changing Minds: Computers, Learning and Literacy (MIT Press, 2000)



Access alone is not enough. The goal must be fluency for everyone.
That will require new attitudes about computing – and new
attitudes about learning. If computers are to truly transform
our lives in the future, we must treat computational fluency
on a par with reading and writing.

                                                  Mitch Resnick
                              Communications of the ACM (2001)




             The Library as a Possibility Space
Media Computation in Game Design, Digital Storytelling & Animation


Design applications such as Scratch, Game Maker and Alice serve as
“tools to think with” much like the blocks and puzzles that teach
preschoolers about shapes and numbers.




The experience of creating games and digital stories with these applications
engages youth with important math and programming concepts, and provides
valuable experience creating and editing audio and graphic content, and
constructing meaning within a rich multimedia environment.



                    The Library as a Possibility Space
Media Computation in Game Design, Digital Storytelling & Animation




       Math Concepts:            Programming Concepts:

       Addition                  Iteration (Loops)
       Subtraction               Conditional Expressions
       Multiplication            Variables
       Division                  Arrays
       Angles                    Casting
       Coordinates               Boolean Logic (and, or, not)
       X,Y Positioning           Randomness
       Variables                 Event Handling
       Trigonometry              Strings
       Calculus                  User Interface Design




                  The Library as a Possibility Space
Game design as a context for promoting media literacy


“Our position is that there is an emerging form of media
literacy that we sometimes call ‘Gaming Literacy.’ Gaming
Literacy has to do with information management,
understanding complex systems, social networks, a critical
design process, and creativity with digital technology.
Increasingly, this new form of literacy will be crucial in the
workplace and in our social and civic lives. The process of
game design, which combines mathematics and logic,
storytelling and aesthetics, writing and communication,
systems and analytic thinking, among other elements, is one
of the best ways of engaging with this form of literacy.”


                                                          Eric Zimmerman

                                                    Retrieved July 23, 2007 from
       http://www.henryjenkins.org/2006/12/an_interview_with_eric_zimmerm.html




                The Library as a Possibility Space
Game design as a context for promoting media literacy


“When kids learn to design games they not only learn how to
explore the possibility space of a set of rules but also learn to
understand and evaluate a game’s meaning as the product of
relationships between elements in a dynamic system . . .

“Educators and education advocates have recently
acknowledged that the ability to think systemically is one of
the necessary skills for success in the 21st century. We
believe that game-making is especially well-suited to
encouraging meta-level reflection on the skills and processes
that designer-players use in building such systems, be they
games or communities of practice.”

                   Katie Salen, Gaming Literacies (unpublished draft, 2007)




              The Library as a Possibility Space
Game design as a context for promoting media literacy




            The Library as a Possibility Space
Game Maker Academy


Began in 2006; first programs offered at the Wilmette (IL), Evanston,
and Park Ridge Public Libraries

Typical program included 4-5 separate workshops of 2 hours where participants
created two or three games based upon classic console games of the 70s and 80s

Each program could accommodate 10 – 12 teens; demand was such that we
doubled the number of programs during the first summer.




                         The Library as a Possibility Space
Game Maker Academy


Initial programs were built around Game Maker, a freeware game-development IDE
created by Mark Overmars of Utrecht University in 1999.

In early 2007 we began offering programs built around Scratch from MIT. These
programs consisted of two workshops: the first offering a guided introduction to the
Scratch design environment, and the second devoted to open experimentation and
collaboration between participants.

The Scratch programs became immediately popular and we began to offer them on
a regular basis, about 2 programs were scheduled for each 2-3 month period.




                         The Library as a Possibility Space
Game Maker Academy


Additional workshops offered under the program include Alice, Starlogo TNG,
Greenfoot, and Robocode.

By late 2007 some of the participants of the previous Scratch and Game Maker
programs established a club (the “Game Design Club”) to plan advanced game
design workshops, create tutorials and host game related events.

Some of these club members participated on a panel at the 2007 ALA Games,
Learning and Libraries Symposium in Chicago.




                        The Library as a Possibility Space
Game Design Club


The original Club members met once each month to plan additional workshops and
competitive events (design competitions and gaming tournaments).

Past Club-hosted workshops include HTML and CSS programs, 3D demonstrations,
Sketchup workshops, demonstrations on how to use microcontrollers and how to
map game controllers to Game Maker and Scratch projects.

Guest visitors including game designers, game programmers and artists have
frequently visited the group. Ricarose Roque of MIT's Scratch team visited with the
group twice and helped out with our 2010 Scratch Day event




                         The Library as a Possibility Space
Game Design Club


.
The Club frequently hosts gaming tournaments and design contests. We've
collected a number of retro (Atari, SNES, N64, Sega) game consoles and frequently
host well-attended retro game nights.

A twice-yearly Robocode tournament is hosted, and an annual summer game
design contest is sponsored by the group in which members compete to create
games based upon predetermined themes.

Members of the Club participated in Media Mashup, a 2008-2010 IMLS-funded
research grant that put Scratch into a number of library systems around the country.
Some of the older Club members earn money in the summer facilitating programs at
neighboring libraries.

The Club's greatest accomplishment is its establishment of a creative culture and a
community that continues to engage new members as the older members graduate
and go on to college. Members think of the club as their legacy and they are very
protective of its values: imaginative play, creativity, collaboration and shared
responsibility for learning



                        The Library as a Possibility Space
www.gamemakeracademy.org




The Library as a Possibility Space
Game Design Club




The Library as a Possibility Space
Game Design Club




The Library as a Possibility Space
The Library as a Possibility Space
Sample Projects




Hopper by Molly (age 12). Created in Greenfoot

      The Library as a Possibility Space
Programs that nurture creativity and computational literacy



Alice
www.alice.org

3d animations
Simple games
Cross-platform
Free download
Developed by researchers at
   Carnegie Mellon, version 3.0 is
   under development in partnership
   with EA.




                  The Library as a Possibility Space
Programs that nurture creativity and computational literacy




             The Library as a Possibility Space
Programs that nurture creativity and computational literacy



Scratch                                                    c
scratch.mit.edu

Animations
Games
Simulations
Includes built-in graphics & sound
    editors
Cross-platform
Open source/free download
Developed by the MIT Media Lab’s
    Lifelong Kindergarten Group.




                      The Library as a Possibility Space
Programs that nurture creativity and computational literacy




              The Library as a Possibility Space
Programs that nurture creativity and computational literacy



StarLogo TNG
education.mit.edu/starlogo
3d simulations
Uses “programmable blocks” coding
   environment, similar to Scratch.
Cross-platform.
Free download.
Developed by researchers at MIT’s
   Media Lab, in collaboration with
   the Teacher Education Project.




                        The Library as a Possibility Space
Programs that nurture creativity and computational literacy




              The Library as a Possibility Space
Programs that nurture creativity and computational literacy



Game Maker
www.yoyogames.com

2D/3D games
Includes built-in graphics & sound
    editors
Mac version released in 2010
Free download
Registered version: $20

Developed by Marc Overmars of
  Ultrecht University for freshman
  computer science students.




                        The Library as a Possibility Space
Programs that nurture creativity and computational literacy




              The Library as a Possibility Space
Programs that nurture creativity and computational literacy



Robocode
robocode.sourceforge.net

Virtual battlebots IDE
Java or .NET
Cross-platform
Open source/free download
Used in school-based coding tournaments
    worldwide


Developed bt Matthew Nelson at IBM, has
  been open source since 2005. Project
  now maintained by Flemming Larsen
  and Pavel Savara.




                      The Library as a Possibility Space
Programs that nurture creativity and computational literacy




              The Library as a Possibility Space
National STEM Videogame Challenge




   The Library as a Possibility Space
National STEM Videogame Challenge




   The Library as a Possibility Space
Questions?
brian@gamemakeracademy.org

brian-myers@northwestern.edu




The Library as a Possibility Space

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The Library as a Possibility Space: Cultivating 21 st Century Literacy and Learning

  • 1. The Library as a Possibility Space: Cultivating 21 st Century Literacy and Learning Brian Myers Center for Talent Development Northwestern University Rhode Island Library Association 2011 Annual Conference
  • 2. Goal of this presentation: To demonstrate that the public library can effectively and inexpensively promote 21st century literacy skills and STEM learning by providing access to free digital media design software and design-oriented activities. These activities include game design, digital storytelling and animation workshops that offer opportunities for learning, peer collaboration and community- building. The Library as a Possibility Space
  • 3. Structure of this presentation: 1. Game design and digital storytelling as a context for nurturing important 21st century literacy skills. 2. Game Maker Academy and the Game Design Club Its history and current activities 3. Sample projects Game projects produced by program participants and club members 4. Free and open source technologies, resources and instructional materials A selected list of IDEs and other tools utilized in our programs The Library as a Possibility Space
  • 4. Computer Literacy vs. Computational Literacy Computer Literacy: Turning on the computer Using a mouse Using email and business applications Searching the Web Etc. Computational Literacy: Using the computer to create, not just to passively consume Thinking algorithmically, understanding data structures Conversant in high level programming languages Treating information as a multimodal entity Etc. The Library as a Possibility Space
  • 5. Computer Literacy vs. Computational Literacy Computers can be the technical foundation of a new and dramatically enhanced literacy, which will act in many ways like the current literacy and which will have penetration and depth of influence comparable to what we have already experienced in coming to achieve a mass, text-based literacy. Andrea DiSessa Changing Minds: Computers, Learning and Literacy (MIT Press, 2000) Access alone is not enough. The goal must be fluency for everyone. That will require new attitudes about computing – and new attitudes about learning. If computers are to truly transform our lives in the future, we must treat computational fluency on a par with reading and writing. Mitch Resnick Communications of the ACM (2001) The Library as a Possibility Space
  • 6. Media Computation in Game Design, Digital Storytelling & Animation Design applications such as Scratch, Game Maker and Alice serve as “tools to think with” much like the blocks and puzzles that teach preschoolers about shapes and numbers. The experience of creating games and digital stories with these applications engages youth with important math and programming concepts, and provides valuable experience creating and editing audio and graphic content, and constructing meaning within a rich multimedia environment. The Library as a Possibility Space
  • 7. Media Computation in Game Design, Digital Storytelling & Animation Math Concepts: Programming Concepts: Addition Iteration (Loops) Subtraction Conditional Expressions Multiplication Variables Division Arrays Angles Casting Coordinates Boolean Logic (and, or, not) X,Y Positioning Randomness Variables Event Handling Trigonometry Strings Calculus User Interface Design The Library as a Possibility Space
  • 8. Game design as a context for promoting media literacy “Our position is that there is an emerging form of media literacy that we sometimes call ‘Gaming Literacy.’ Gaming Literacy has to do with information management, understanding complex systems, social networks, a critical design process, and creativity with digital technology. Increasingly, this new form of literacy will be crucial in the workplace and in our social and civic lives. The process of game design, which combines mathematics and logic, storytelling and aesthetics, writing and communication, systems and analytic thinking, among other elements, is one of the best ways of engaging with this form of literacy.” Eric Zimmerman Retrieved July 23, 2007 from http://www.henryjenkins.org/2006/12/an_interview_with_eric_zimmerm.html The Library as a Possibility Space
  • 9. Game design as a context for promoting media literacy “When kids learn to design games they not only learn how to explore the possibility space of a set of rules but also learn to understand and evaluate a game’s meaning as the product of relationships between elements in a dynamic system . . . “Educators and education advocates have recently acknowledged that the ability to think systemically is one of the necessary skills for success in the 21st century. We believe that game-making is especially well-suited to encouraging meta-level reflection on the skills and processes that designer-players use in building such systems, be they games or communities of practice.” Katie Salen, Gaming Literacies (unpublished draft, 2007) The Library as a Possibility Space
  • 10. Game design as a context for promoting media literacy The Library as a Possibility Space
  • 11. Game Maker Academy Began in 2006; first programs offered at the Wilmette (IL), Evanston, and Park Ridge Public Libraries Typical program included 4-5 separate workshops of 2 hours where participants created two or three games based upon classic console games of the 70s and 80s Each program could accommodate 10 – 12 teens; demand was such that we doubled the number of programs during the first summer. The Library as a Possibility Space
  • 12. Game Maker Academy Initial programs were built around Game Maker, a freeware game-development IDE created by Mark Overmars of Utrecht University in 1999. In early 2007 we began offering programs built around Scratch from MIT. These programs consisted of two workshops: the first offering a guided introduction to the Scratch design environment, and the second devoted to open experimentation and collaboration between participants. The Scratch programs became immediately popular and we began to offer them on a regular basis, about 2 programs were scheduled for each 2-3 month period. The Library as a Possibility Space
  • 13. Game Maker Academy Additional workshops offered under the program include Alice, Starlogo TNG, Greenfoot, and Robocode. By late 2007 some of the participants of the previous Scratch and Game Maker programs established a club (the “Game Design Club”) to plan advanced game design workshops, create tutorials and host game related events. Some of these club members participated on a panel at the 2007 ALA Games, Learning and Libraries Symposium in Chicago. The Library as a Possibility Space
  • 14. Game Design Club The original Club members met once each month to plan additional workshops and competitive events (design competitions and gaming tournaments). Past Club-hosted workshops include HTML and CSS programs, 3D demonstrations, Sketchup workshops, demonstrations on how to use microcontrollers and how to map game controllers to Game Maker and Scratch projects. Guest visitors including game designers, game programmers and artists have frequently visited the group. Ricarose Roque of MIT's Scratch team visited with the group twice and helped out with our 2010 Scratch Day event The Library as a Possibility Space
  • 15. Game Design Club . The Club frequently hosts gaming tournaments and design contests. We've collected a number of retro (Atari, SNES, N64, Sega) game consoles and frequently host well-attended retro game nights. A twice-yearly Robocode tournament is hosted, and an annual summer game design contest is sponsored by the group in which members compete to create games based upon predetermined themes. Members of the Club participated in Media Mashup, a 2008-2010 IMLS-funded research grant that put Scratch into a number of library systems around the country. Some of the older Club members earn money in the summer facilitating programs at neighboring libraries. The Club's greatest accomplishment is its establishment of a creative culture and a community that continues to engage new members as the older members graduate and go on to college. Members think of the club as their legacy and they are very protective of its values: imaginative play, creativity, collaboration and shared responsibility for learning The Library as a Possibility Space
  • 17. Game Design Club The Library as a Possibility Space
  • 18. Game Design Club The Library as a Possibility Space
  • 19. The Library as a Possibility Space
  • 20. Sample Projects Hopper by Molly (age 12). Created in Greenfoot The Library as a Possibility Space
  • 21. Programs that nurture creativity and computational literacy Alice www.alice.org 3d animations Simple games Cross-platform Free download Developed by researchers at Carnegie Mellon, version 3.0 is under development in partnership with EA. The Library as a Possibility Space
  • 22. Programs that nurture creativity and computational literacy The Library as a Possibility Space
  • 23. Programs that nurture creativity and computational literacy Scratch c scratch.mit.edu Animations Games Simulations Includes built-in graphics & sound editors Cross-platform Open source/free download Developed by the MIT Media Lab’s Lifelong Kindergarten Group. The Library as a Possibility Space
  • 24. Programs that nurture creativity and computational literacy The Library as a Possibility Space
  • 25. Programs that nurture creativity and computational literacy StarLogo TNG education.mit.edu/starlogo 3d simulations Uses “programmable blocks” coding environment, similar to Scratch. Cross-platform. Free download. Developed by researchers at MIT’s Media Lab, in collaboration with the Teacher Education Project. The Library as a Possibility Space
  • 26. Programs that nurture creativity and computational literacy The Library as a Possibility Space
  • 27. Programs that nurture creativity and computational literacy Game Maker www.yoyogames.com 2D/3D games Includes built-in graphics & sound editors Mac version released in 2010 Free download Registered version: $20 Developed by Marc Overmars of Ultrecht University for freshman computer science students. The Library as a Possibility Space
  • 28. Programs that nurture creativity and computational literacy The Library as a Possibility Space
  • 29. Programs that nurture creativity and computational literacy Robocode robocode.sourceforge.net Virtual battlebots IDE Java or .NET Cross-platform Open source/free download Used in school-based coding tournaments worldwide Developed bt Matthew Nelson at IBM, has been open source since 2005. Project now maintained by Flemming Larsen and Pavel Savara. The Library as a Possibility Space
  • 30. Programs that nurture creativity and computational literacy The Library as a Possibility Space
  • 31. National STEM Videogame Challenge The Library as a Possibility Space
  • 32. National STEM Videogame Challenge The Library as a Possibility Space