The document discusses how gamers are more diverse than stereotypical teenage boys, including 90 million gamers up to age 35 and 77 million baby boomer gamers. It also discusses how games are being used in non-traditional places like libraries and how gamers are skilled at seeing themselves as heroes on quests, experimenting without fear of failure, and willing to keep trying to solve problems.
This document provides information on social networking sites like Facebook, including tips for safe usage. It discusses features of sites like Facebook, YouTube, and Twitter. It also covers topics like cyberbullying, online privacy and safety tips for teens. Recommendations are given for creating secure usernames and passwords. The document aims to help demystify social media and networking sites while promoting their safe and responsible use.
This document summarizes a presentation about gaming at libraries. It discusses how gaming can promote 21st century literacy skills and how libraries can implement gaming programs. Examples are provided of successful gaming programs at various libraries, including video game tournaments, board game clubs, and using games to teach information literacy skills. Research that shows the educational benefits of gaming is also summarized. The document concludes by providing tips for libraries to implement their own gaming programs.
Beth Gallaway presented on bringing gaming to libraries. She discussed how gaming can promote literacy in various formats including print, visual, media, science, technology, programming, and information and communication technology. Playing video games can help develop skills like problem solving. Gallaway provided examples of libraries hosting gaming events and maintaining gaming collections. She offered best practices for gaming programs and collections including choosing appealing titles, marketing programs effectively, implementing them safely, and evaluating their success.
The document discusses generational differences, with a focus on the Net Generation (Gen Y) and how they relate to technology differently than previous generations. It explores various characteristics of Gen Y, such as how they were raised with screens and digital media and have developed an affinity for technology. The document also examines how Gen Y's relationship to technology impacts their behaviors, preferences, and expectations around areas like communication, media consumption, education, and work.
The document discusses various topics related to media culture and its impacts on youth. It examines how much time youth spend with media daily, the presence of media in their bedrooms, impacts of media violence like desensitization and imitation of behaviors. It provides statistics on music lyrics, texting habits, social media use, and how media affects sleep patterns. It also discusses issues like sexting, online harassment and provides tips for safe social media use.
Project Einstein South Africa IntroductionMark Belinsky
We are 13 kids living in Pretoria, South Africa. We live at 2 different shelters - the girls at Tswane Home of Hope - the boys at Child Soul Care.
We all live together, which makes us very close. The shelters are a safe place. We eat, sleep, go to school, go to church and play together.
Photography is very new to us but we’re happy to share our stories with you!
Project Einstein South Africa - Going to SchoolMark Belinsky
We are 13 kids living in Pretoria, South Africa. We live at 2 different shelters - the girls at Tswane Home of Hope - the boys at Child Soul Care.
We all live together, which makes us very close. The shelters are a safe place. We eat, sleep, go to school, go to church and play together.
Photography is very new to us but we’re happy to share our stories with you!
This document provides information on social networking sites like Facebook, including tips for safe usage. It discusses features of sites like Facebook, YouTube, and Twitter. It also covers topics like cyberbullying, online privacy and safety tips for teens. Recommendations are given for creating secure usernames and passwords. The document aims to help demystify social media and networking sites while promoting their safe and responsible use.
This document summarizes a presentation about gaming at libraries. It discusses how gaming can promote 21st century literacy skills and how libraries can implement gaming programs. Examples are provided of successful gaming programs at various libraries, including video game tournaments, board game clubs, and using games to teach information literacy skills. Research that shows the educational benefits of gaming is also summarized. The document concludes by providing tips for libraries to implement their own gaming programs.
Beth Gallaway presented on bringing gaming to libraries. She discussed how gaming can promote literacy in various formats including print, visual, media, science, technology, programming, and information and communication technology. Playing video games can help develop skills like problem solving. Gallaway provided examples of libraries hosting gaming events and maintaining gaming collections. She offered best practices for gaming programs and collections including choosing appealing titles, marketing programs effectively, implementing them safely, and evaluating their success.
The document discusses generational differences, with a focus on the Net Generation (Gen Y) and how they relate to technology differently than previous generations. It explores various characteristics of Gen Y, such as how they were raised with screens and digital media and have developed an affinity for technology. The document also examines how Gen Y's relationship to technology impacts their behaviors, preferences, and expectations around areas like communication, media consumption, education, and work.
The document discusses various topics related to media culture and its impacts on youth. It examines how much time youth spend with media daily, the presence of media in their bedrooms, impacts of media violence like desensitization and imitation of behaviors. It provides statistics on music lyrics, texting habits, social media use, and how media affects sleep patterns. It also discusses issues like sexting, online harassment and provides tips for safe social media use.
Project Einstein South Africa IntroductionMark Belinsky
We are 13 kids living in Pretoria, South Africa. We live at 2 different shelters - the girls at Tswane Home of Hope - the boys at Child Soul Care.
We all live together, which makes us very close. The shelters are a safe place. We eat, sleep, go to school, go to church and play together.
Photography is very new to us but we’re happy to share our stories with you!
Project Einstein South Africa - Going to SchoolMark Belinsky
We are 13 kids living in Pretoria, South Africa. We live at 2 different shelters - the girls at Tswane Home of Hope - the boys at Child Soul Care.
We all live together, which makes us very close. The shelters are a safe place. We eat, sleep, go to school, go to church and play together.
Photography is very new to us but we’re happy to share our stories with you!
Alice Robison Purdue Serious Games Research Forum 10-07Alice Daer
Presentation at the Purdue Serious Games Research Forum, October 2007. Talk was on new literacies and games, with data shown from a conversation with Merci Hammon, designer of the Passively Multiplayer Online Game (PMOG).
This document discusses how games can be used to teach new media literacies to teens. It notes that over half of American teens are considered media creators, engaging in activities like blogging, remixing content, and social networking online. The document introduces the concept of "new literacies" which refers to skills like podcasting, videocasting, meme creation, and coding. It discusses how games can encourage collaboration, problem solving, and help teens see the internet as a place to socialize rather than just a series of separate websites. The document examines the game PMOG which adds game elements to web browsing to make the experience more social and help expand players' understanding of online content and communities.
Join us in an
introduction to Internet resources and tools perfect for the elementary classroom. Explore the power of the Internet and how it can change the traditional classroom.
This document provides an overview of 21st century skills and tools for digital learners. It discusses the importance of technologies like social networks, videos games, and software/websites. It addresses internet myths and safety. Favorite tools mentioned include Google tools, SlideShare, and interactive games. The need for web literacy, critical thinking, and evaluation skills is emphasized. Mobile devices like the iPod Touch are also highlighted.
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
This document discusses how libraries are adapting to Library 2.0 and becoming more participatory spaces that embrace new technologies. It notes that many people now use the internet daily to seek information about their hobbies, watch videos, and share content with friends. Libraries are transforming to support these online behaviors and activities in physical library spaces by encouraging participation, collaboration, and user-contributed content.
WCC-LUTHER COMM 101 Chapter #9 Focus - VIDEO GAMES.pptxprofluther
More than 214 million people in the United States play video games for at least one hour per week. Video games appeal to a diverse population that spans all ages, genders, and ethnicities. Contrary to stereotypes, most gamers are generally healthy, educated, socially active, and engaged citizens. Recent surveys also found that many gamers believe video games provide mental stimulation and stress relief.
In addition to the sources within the presentation, visit:
More information on board and face-to-face games:
http://people.lis.illinois.edu/~ddubin//games.html
A game design program for very young children:
http://www.squeakland.org/
The document discusses how technology has shaped modern teenagers and their relationship to the digital world. It notes that teenagers today have grown up with the internet being ubiquitous, are heavy creators and sharers of online content, and are skeptical of information online due to the democratization of media. The document suggests that games, role-playing, and creative outlets can help teenagers learn skills and build confidence as they navigate this period of transition towards an increasingly connected future.
WCC Comm 101-Chapter #9 focus video games (updated) LUTHERprofluther
The document discusses how a 2013 UK documentary makes the case that video games have changed the world by impacting society and culture. It highlights how the documentary provides examples of at least 3 games that had significant impacts. It also notes that the number one choice of most impactful game may seem surprising. Additionally, it presents statistics that show video games are played by people of all ages, genders, and backgrounds in the US and that three-quarters of gamers report video games provide mental stimulation and relaxation.
Building Production Ready Search Pipelines with Spark and MilvusZilliz
Spark is the widely used ETL tool for processing, indexing and ingesting data to serving stack for search. Milvus is the production-ready open-source vector database. In this talk we will show how to use Spark to process unstructured data to extract vector representations, and push the vectors to Milvus vector database for search serving.
AI-Powered Food Delivery Transforming App Development in Saudi Arabia.pdfTechgropse Pvt.Ltd.
In this blog post, we'll delve into the intersection of AI and app development in Saudi Arabia, focusing on the food delivery sector. We'll explore how AI is revolutionizing the way Saudi consumers order food, how restaurants manage their operations, and how delivery partners navigate the bustling streets of cities like Riyadh, Jeddah, and Dammam. Through real-world case studies, we'll showcase how leading Saudi food delivery apps are leveraging AI to redefine convenience, personalization, and efficiency.
GraphRAG for Life Science to increase LLM accuracyTomaz Bratanic
GraphRAG for life science domain, where you retriever information from biomedical knowledge graphs using LLMs to increase the accuracy and performance of generated answers
Have you ever been confused by the myriad of choices offered by AWS for hosting a website or an API?
Lambda, Elastic Beanstalk, Lightsail, Amplify, S3 (and more!) can each host websites + APIs. But which one should we choose?
Which one is cheapest? Which one is fastest? Which one will scale to meet our needs?
Join me in this session as we dive into each AWS hosting service to determine which one is best for your scenario and explain why!
Threats to mobile devices are more prevalent and increasing in scope and complexity. Users of mobile devices desire to take full advantage of the features
available on those devices, but many of the features provide convenience and capability but sacrifice security. This best practices guide outlines steps the users can take to better protect personal devices and information.
Unlock the Future of Search with MongoDB Atlas_ Vector Search Unleashed.pdfMalak Abu Hammad
Discover how MongoDB Atlas and vector search technology can revolutionize your application's search capabilities. This comprehensive presentation covers:
* What is Vector Search?
* Importance and benefits of vector search
* Practical use cases across various industries
* Step-by-step implementation guide
* Live demos with code snippets
* Enhancing LLM capabilities with vector search
* Best practices and optimization strategies
Perfect for developers, AI enthusiasts, and tech leaders. Learn how to leverage MongoDB Atlas to deliver highly relevant, context-aware search results, transforming your data retrieval process. Stay ahead in tech innovation and maximize the potential of your applications.
#MongoDB #VectorSearch #AI #SemanticSearch #TechInnovation #DataScience #LLM #MachineLearning #SearchTechnology
Alice Robison Purdue Serious Games Research Forum 10-07Alice Daer
Presentation at the Purdue Serious Games Research Forum, October 2007. Talk was on new literacies and games, with data shown from a conversation with Merci Hammon, designer of the Passively Multiplayer Online Game (PMOG).
This document discusses how games can be used to teach new media literacies to teens. It notes that over half of American teens are considered media creators, engaging in activities like blogging, remixing content, and social networking online. The document introduces the concept of "new literacies" which refers to skills like podcasting, videocasting, meme creation, and coding. It discusses how games can encourage collaboration, problem solving, and help teens see the internet as a place to socialize rather than just a series of separate websites. The document examines the game PMOG which adds game elements to web browsing to make the experience more social and help expand players' understanding of online content and communities.
Join us in an
introduction to Internet resources and tools perfect for the elementary classroom. Explore the power of the Internet and how it can change the traditional classroom.
This document provides an overview of 21st century skills and tools for digital learners. It discusses the importance of technologies like social networks, videos games, and software/websites. It addresses internet myths and safety. Favorite tools mentioned include Google tools, SlideShare, and interactive games. The need for web literacy, critical thinking, and evaluation skills is emphasized. Mobile devices like the iPod Touch are also highlighted.
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
This document discusses how libraries are adapting to Library 2.0 and becoming more participatory spaces that embrace new technologies. It notes that many people now use the internet daily to seek information about their hobbies, watch videos, and share content with friends. Libraries are transforming to support these online behaviors and activities in physical library spaces by encouraging participation, collaboration, and user-contributed content.
WCC-LUTHER COMM 101 Chapter #9 Focus - VIDEO GAMES.pptxprofluther
More than 214 million people in the United States play video games for at least one hour per week. Video games appeal to a diverse population that spans all ages, genders, and ethnicities. Contrary to stereotypes, most gamers are generally healthy, educated, socially active, and engaged citizens. Recent surveys also found that many gamers believe video games provide mental stimulation and stress relief.
In addition to the sources within the presentation, visit:
More information on board and face-to-face games:
http://people.lis.illinois.edu/~ddubin//games.html
A game design program for very young children:
http://www.squeakland.org/
The document discusses how technology has shaped modern teenagers and their relationship to the digital world. It notes that teenagers today have grown up with the internet being ubiquitous, are heavy creators and sharers of online content, and are skeptical of information online due to the democratization of media. The document suggests that games, role-playing, and creative outlets can help teenagers learn skills and build confidence as they navigate this period of transition towards an increasingly connected future.
WCC Comm 101-Chapter #9 focus video games (updated) LUTHERprofluther
The document discusses how a 2013 UK documentary makes the case that video games have changed the world by impacting society and culture. It highlights how the documentary provides examples of at least 3 games that had significant impacts. It also notes that the number one choice of most impactful game may seem surprising. Additionally, it presents statistics that show video games are played by people of all ages, genders, and backgrounds in the US and that three-quarters of gamers report video games provide mental stimulation and relaxation.
Similar to Westchester Library-Alice Robison-October 2007 (14)
Building Production Ready Search Pipelines with Spark and MilvusZilliz
Spark is the widely used ETL tool for processing, indexing and ingesting data to serving stack for search. Milvus is the production-ready open-source vector database. In this talk we will show how to use Spark to process unstructured data to extract vector representations, and push the vectors to Milvus vector database for search serving.
AI-Powered Food Delivery Transforming App Development in Saudi Arabia.pdfTechgropse Pvt.Ltd.
In this blog post, we'll delve into the intersection of AI and app development in Saudi Arabia, focusing on the food delivery sector. We'll explore how AI is revolutionizing the way Saudi consumers order food, how restaurants manage their operations, and how delivery partners navigate the bustling streets of cities like Riyadh, Jeddah, and Dammam. Through real-world case studies, we'll showcase how leading Saudi food delivery apps are leveraging AI to redefine convenience, personalization, and efficiency.
GraphRAG for Life Science to increase LLM accuracyTomaz Bratanic
GraphRAG for life science domain, where you retriever information from biomedical knowledge graphs using LLMs to increase the accuracy and performance of generated answers
Have you ever been confused by the myriad of choices offered by AWS for hosting a website or an API?
Lambda, Elastic Beanstalk, Lightsail, Amplify, S3 (and more!) can each host websites + APIs. But which one should we choose?
Which one is cheapest? Which one is fastest? Which one will scale to meet our needs?
Join me in this session as we dive into each AWS hosting service to determine which one is best for your scenario and explain why!
Threats to mobile devices are more prevalent and increasing in scope and complexity. Users of mobile devices desire to take full advantage of the features
available on those devices, but many of the features provide convenience and capability but sacrifice security. This best practices guide outlines steps the users can take to better protect personal devices and information.
Unlock the Future of Search with MongoDB Atlas_ Vector Search Unleashed.pdfMalak Abu Hammad
Discover how MongoDB Atlas and vector search technology can revolutionize your application's search capabilities. This comprehensive presentation covers:
* What is Vector Search?
* Importance and benefits of vector search
* Practical use cases across various industries
* Step-by-step implementation guide
* Live demos with code snippets
* Enhancing LLM capabilities with vector search
* Best practices and optimization strategies
Perfect for developers, AI enthusiasts, and tech leaders. Learn how to leverage MongoDB Atlas to deliver highly relevant, context-aware search results, transforming your data retrieval process. Stay ahead in tech innovation and maximize the potential of your applications.
#MongoDB #VectorSearch #AI #SemanticSearch #TechInnovation #DataScience #LLM #MachineLearning #SearchTechnology
CAKE: Sharing Slices of Confidential Data on BlockchainClaudio Di Ciccio
Presented at the CAiSE 2024 Forum, Intelligent Information Systems, June 6th, Limassol, Cyprus.
Synopsis: Cooperative information systems typically involve various entities in a collaborative process within a distributed environment. Blockchain technology offers a mechanism for automating such processes, even when only partial trust exists among participants. The data stored on the blockchain is replicated across all nodes in the network, ensuring accessibility to all participants. While this aspect facilitates traceability, integrity, and persistence, it poses challenges for adopting public blockchains in enterprise settings due to confidentiality issues. In this paper, we present a software tool named Control Access via Key Encryption (CAKE), designed to ensure data confidentiality in scenarios involving public blockchains. After outlining its core components and functionalities, we showcase the application of CAKE in the context of a real-world cyber-security project within the logistics domain.
Paper: https://doi.org/10.1007/978-3-031-61000-4_16
Full-RAG: A modern architecture for hyper-personalizationZilliz
Mike Del Balso, CEO & Co-Founder at Tecton, presents "Full RAG," a novel approach to AI recommendation systems, aiming to push beyond the limitations of traditional models through a deep integration of contextual insights and real-time data, leveraging the Retrieval-Augmented Generation architecture. This talk will outline Full RAG's potential to significantly enhance personalization, address engineering challenges such as data management and model training, and introduce data enrichment with reranking as a key solution. Attendees will gain crucial insights into the importance of hyperpersonalization in AI, the capabilities of Full RAG for advanced personalization, and strategies for managing complex data integrations for deploying cutting-edge AI solutions.
Fueling AI with Great Data with Airbyte WebinarZilliz
This talk will focus on how to collect data from a variety of sources, leveraging this data for RAG and other GenAI use cases, and finally charting your course to productionalization.
HCL Notes und Domino Lizenzkostenreduzierung in der Welt von DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-und-domino-lizenzkostenreduzierung-in-der-welt-von-dlau/
DLAU und die Lizenzen nach dem CCB- und CCX-Modell sind für viele in der HCL-Community seit letztem Jahr ein heißes Thema. Als Notes- oder Domino-Kunde haben Sie vielleicht mit unerwartet hohen Benutzerzahlen und Lizenzgebühren zu kämpfen. Sie fragen sich vielleicht, wie diese neue Art der Lizenzierung funktioniert und welchen Nutzen sie Ihnen bringt. Vor allem wollen Sie sicherlich Ihr Budget einhalten und Kosten sparen, wo immer möglich. Das verstehen wir und wir möchten Ihnen dabei helfen!
Wir erklären Ihnen, wie Sie häufige Konfigurationsprobleme lösen können, die dazu führen können, dass mehr Benutzer gezählt werden als nötig, und wie Sie überflüssige oder ungenutzte Konten identifizieren und entfernen können, um Geld zu sparen. Es gibt auch einige Ansätze, die zu unnötigen Ausgaben führen können, z. B. wenn ein Personendokument anstelle eines Mail-Ins für geteilte Mailboxen verwendet wird. Wir zeigen Ihnen solche Fälle und deren Lösungen. Und natürlich erklären wir Ihnen das neue Lizenzmodell.
Nehmen Sie an diesem Webinar teil, bei dem HCL-Ambassador Marc Thomas und Gastredner Franz Walder Ihnen diese neue Welt näherbringen. Es vermittelt Ihnen die Tools und das Know-how, um den Überblick zu bewahren. Sie werden in der Lage sein, Ihre Kosten durch eine optimierte Domino-Konfiguration zu reduzieren und auch in Zukunft gering zu halten.
Diese Themen werden behandelt
- Reduzierung der Lizenzkosten durch Auffinden und Beheben von Fehlkonfigurationen und überflüssigen Konten
- Wie funktionieren CCB- und CCX-Lizenzen wirklich?
- Verstehen des DLAU-Tools und wie man es am besten nutzt
- Tipps für häufige Problembereiche, wie z. B. Team-Postfächer, Funktions-/Testbenutzer usw.
- Praxisbeispiele und Best Practices zum sofortigen Umsetzen
Things to Consider When Choosing a Website Developer for your Website | FODUUFODUU
Choosing the right website developer is crucial for your business. This article covers essential factors to consider, including experience, portfolio, technical skills, communication, pricing, reputation & reviews, cost and budget considerations and post-launch support. Make an informed decision to ensure your website meets your business goals.
Generating privacy-protected synthetic data using Secludy and MilvusZilliz
During this demo, the founders of Secludy will demonstrate how their system utilizes Milvus to store and manipulate embeddings for generating privacy-protected synthetic data. Their approach not only maintains the confidentiality of the original data but also enhances the utility and scalability of LLMs under privacy constraints. Attendees, including machine learning engineers, data scientists, and data managers, will witness first-hand how Secludy's integration with Milvus empowers organizations to harness the power of LLMs securely and efficiently.
Programming Foundation Models with DSPy - Meetup SlidesZilliz
Prompting language models is hard, while programming language models is easy. In this talk, I will discuss the state-of-the-art framework DSPy for programming foundation models with its powerful optimizers and runtime constraint system.
In his public lecture, Christian Timmerer provides insights into the fascinating history of video streaming, starting from its humble beginnings before YouTube to the groundbreaking technologies that now dominate platforms like Netflix and ORF ON. Timmerer also presents provocative contributions of his own that have significantly influenced the industry. He concludes by looking at future challenges and invites the audience to join in a discussion.
1. Videogames at the Library?!
Using Games as Learning Tools
Alice J. Robison
Massachusetts Institute of Technology
alicerobison.org
ajr@mit.edu
Thursday, November 8, 2007 1
2. How many of you are gamers?
Thursday, November 8, 2007 2
4. Define “Gamer”
• Teenage boys in the basement? Nope!
Thursday, November 8, 2007 3
5. Define “Gamer”
• Teenage boys in the basement? Nope!
• 90 million gamers up to age 35
Thursday, November 8, 2007 3
6. Define “Gamer”
• Teenage boys in the basement? Nope!
• 90 million gamers up to age 35
• 77 million baby boomers--retirees largest growing
segment of gamers
Thursday, November 8, 2007 3
7. Define “Gamer”
• Teenage boys in the basement? Nope!
• 90 million gamers up to age 35
• 77 million baby boomers--retirees largest growing
segment of gamers
• 2003 Pew Internet study of college student
gamers--70% play once in a while, 65% play
regularly
Thursday, November 8, 2007 3
8. Define “Gamer”
• Teenage boys in the basement? Nope!
• 90 million gamers up to age 35
• 77 million baby boomers--retirees largest growing
segment of gamers
• 2003 Pew Internet study of college student
gamers--70% play once in a while, 65% play
regularly
• Average gamer age is 31-33
Thursday, November 8, 2007 3
9. Games are
Changing
Guitar Hero, Rock Band
Wii Sports, Wii Play
Casual Games
Sports Games
Strategy Games
Literature-themed
Thursday, November 8, 2007 4
10. Where do Gamers Play?
• Home
• Hospitals
• School
• Online
• Offline
• Libraries!
Thursday, November 8, 2007 5
12. More than half of all
American teens--and 57% of
teens who could use the
internet--could be
considered media creators.
Thursday, November 8, 2007 6
13. More than half of all
American teens--and 57% of
teens who could use the
internet--could be
considered media creators.
22% have their own homepages
Thursday, November 8, 2007 6
14. More than half of all
American teens--and 57% of
teens who could use the
internet--could be
considered media creators.
22% have their own homepages
32% report they’ve
experienced
“cyberbullying”
Thursday, November 8, 2007 6
15. More than half of all
American teens--and 57% of
teens who could use the
internet--could be
considered media creators.
22% have their own homepages
55% protect their personal information online
32% report they’ve
experienced
“cyberbullying”
Thursday, November 8, 2007 6
16. More than half of all
American teens--and 57% of
teens who could use the
internet--could be
considered media creators.
22% have their own homepages
55% protect their personal information online
32% report they’ve
85% use Facebook
experienced
“cyberbullying”
Thursday, November 8, 2007 6
17. More than half of all
American teens--and 57% of
teens who could use the
internet--could be
considered media creators.
22% have their own homepages
55% protect their personal information online
32% report they’ve
85% use Facebook
experienced if available on their campus
“cyberbullying”
Thursday, November 8, 2007 6
18. More than half of all
American teens--and 57% of
teens who could use the
internet--could be
considered media creators.
22% have their own homepages
55% protect their personal information online
33% share what they create online with others
32% report they’ve
85% use Facebook
experienced if available on their campus
“cyberbullying”
Thursday, November 8, 2007 6
19. More than half of all
American teens--and 57% of
teens who could use the
internet--could be
considered media creators.
22% have their own homepages
55% protect their personal information online
33% share what they create online with others
32% report they’ve
85% use Facebook
experienced if available on their campus
“cyberbullying”
19% blog and 19% remix content they find online
Thursday, November 8, 2007 6
20. More than half of all
American teens--and 57% of
teens who could use the
internet--could be
considered media creators.
22% have their own homepages
55% protect their personal information online
33% share what they create online with others
32% report they’ve
85% use Facebook
experienced if available on their campus
“cyberbullying”
19% blog and 19% remix content they find online
55% use online social networking regularly
Thursday, November 8, 2007 6
33. This isn’t Just About Technology
Lankshear & Knobel, 2006; Jenkins, et. al, 2006
Thursday, November 8, 2007 8
34. This isn’t Just About Technology
technical stuff: we can now use cool stuff to do the
same kinds of things we have previously known; a
“physical-industrial” mindset--individualized,
enclosed, product-centered, hierarchical
Lankshear & Knobel, 2006; Jenkins, et. al, 2006
Thursday, November 8, 2007 8
35. This isn’t Just About Technology
technical stuff: we can now use cool stuff to do the
same kinds of things we have previously known; a
“physical-industrial” mindset--individualized,
enclosed, product-centered, hierarchical
Lankshear & Knobel, 2006; Jenkins, et. al, 2006
Thursday, November 8, 2007 8
36. This isn’t Just About Technology
technical stuff: we can now use cool stuff to do the
same kinds of things we have previously known; a
“physical-industrial” mindset--individualized,
enclosed, product-centered, hierarchical
ethos stuff: co-existence of physical space and
cyberspace; a “cyberspatial, post-industrial”
mindset--collective, distributed, decentered, process-
focused, change-based
Lankshear & Knobel, 2006; Jenkins, et. al, 2006
Thursday, November 8, 2007 8
38. What are Gamers Good At?
• See themselves as heroes on quests
Thursday, November 8, 2007 9
39. What are Gamers Good At?
• See themselves as heroes on quests
• Willing to experiment and keep trying--like to fix things, not
afraid to low-penalty risks
Thursday, November 8, 2007 9
40. What are Gamers Good At?
• See themselves as heroes on quests
• Willing to experiment and keep trying--like to fix things, not
afraid to low-penalty risks
• Are “systems thinkers;” see the world as a designed space
Thursday, November 8, 2007 9
41. What are Gamers Good At?
• See themselves as heroes on quests
• Willing to experiment and keep trying--like to fix things, not
afraid to low-penalty risks
• Are “systems thinkers;” see the world as a designed space
• Willing to seek expertise and ask for help--also willing to share
expertise, tutor others
Thursday, November 8, 2007 9
42. What are Gamers Good At?
• See themselves as heroes on quests
• Willing to experiment and keep trying--like to fix things, not
afraid to low-penalty risks
• Are “systems thinkers;” see the world as a designed space
• Willing to seek expertise and ask for help--also willing to share
expertise, tutor others
• Collaboration is crucial with both problem-solving and execution
Thursday, November 8, 2007 9
43. What are Gamers Good At?
• See themselves as heroes on quests
• Willing to experiment and keep trying--like to fix things, not
afraid to low-penalty risks
• Are “systems thinkers;” see the world as a designed space
• Willing to seek expertise and ask for help--also willing to share
expertise, tutor others
• Collaboration is crucial with both problem-solving and execution
• Thrive at fast decision-making and know how to prioritize
Thursday, November 8, 2007 9
44. What are Gamers Good At?
• See themselves as heroes on quests
• Willing to experiment and keep trying--like to fix things, not
afraid to low-penalty risks
• Are “systems thinkers;” see the world as a designed space
• Willing to seek expertise and ask for help--also willing to share
expertise, tutor others
• Collaboration is crucial with both problem-solving and execution
• Thrive at fast decision-making and know how to prioritize
• Are good at multitasking and continuous partial attention
Thursday, November 8, 2007 9
45. What are Gamers Good At?
• See themselves as heroes on quests
• Willing to experiment and keep trying--like to fix things, not
afraid to low-penalty risks
• Are “systems thinkers;” see the world as a designed space
• Willing to seek expertise and ask for help--also willing to share
expertise, tutor others
• Collaboration is crucial with both problem-solving and execution
• Thrive at fast decision-making and know how to prioritize
• Are good at multitasking and continuous partial attention
Thursday, November 8, 2007 9
47. What are Games Good At?
• Recruit collaborative problem-solving and execution--many games
deliberately designed for social strategies
Thursday, November 8, 2007 10
48. What are Games Good At?
• Recruit collaborative problem-solving and execution--many games
deliberately designed for social strategies
• Invite players to take risks and experiment in low-risk settings before giving
high-stakes challenges: failure is part of the puzzle
Thursday, November 8, 2007 10
49. What are Games Good At?
• Recruit collaborative problem-solving and execution--many games
deliberately designed for social strategies
• Invite players to take risks and experiment in low-risk settings before giving
high-stakes challenges: failure is part of the puzzle
• Help players view the world as a designed space, which enables players to
unpack hidden systems, underlying themes
Thursday, November 8, 2007 10
50. What are Games Good At?
• Recruit collaborative problem-solving and execution--many games
deliberately designed for social strategies
• Invite players to take risks and experiment in low-risk settings before giving
high-stakes challenges: failure is part of the puzzle
• Help players view the world as a designed space, which enables players to
unpack hidden systems, underlying themes
• Invite players to take on multiple identities in situated contexts and then
reflect on those choices
Thursday, November 8, 2007 10
51. What are Games Good At?
• Recruit collaborative problem-solving and execution--many games
deliberately designed for social strategies
• Invite players to take risks and experiment in low-risk settings before giving
high-stakes challenges: failure is part of the puzzle
• Help players view the world as a designed space, which enables players to
unpack hidden systems, underlying themes
• Invite players to take on multiple identities in situated contexts and then
reflect on those choices
• Instant, frequent feedback on behaviors, choices, execution-- often
communicated in a variety of modes (cutscenes, graphs)
Thursday, November 8, 2007 10
52. What are Games Good At?
• Recruit collaborative problem-solving and execution--many games
deliberately designed for social strategies
• Invite players to take risks and experiment in low-risk settings before giving
high-stakes challenges: failure is part of the puzzle
• Help players view the world as a designed space, which enables players to
unpack hidden systems, underlying themes
• Invite players to take on multiple identities in situated contexts and then
reflect on those choices
• Instant, frequent feedback on behaviors, choices, execution-- often
communicated in a variety of modes (cutscenes, graphs)
• Encourage production, participation, affinity, data circulation & display
Thursday, November 8, 2007 10
53. What are Games Good At?
• Recruit collaborative problem-solving and execution--many games
deliberately designed for social strategies
• Invite players to take risks and experiment in low-risk settings before giving
high-stakes challenges: failure is part of the puzzle
• Help players view the world as a designed space, which enables players to
unpack hidden systems, underlying themes
• Invite players to take on multiple identities in situated contexts and then
reflect on those choices
• Instant, frequent feedback on behaviors, choices, execution-- often
communicated in a variety of modes (cutscenes, graphs)
• Encourage production, participation, affinity, data circulation & display
Thursday, November 8, 2007 10
54. information
literacy->
gaming literacy
identity play
affiliations
affinity spaces
collaborative problem-solving
circulating information & data
surfing with others
Thursday, November 8, 2007 11
56. What do we mean by “literacies?”
encoded texts that can be retrieved, worked
with, and made available independent of
the physical presence of another person
(Lankshear & Knobel, 2006)
Thursday, November 8, 2007 12
58. What do we mean by “new literacies?”
blogging, fanfic writing, manga-producing,
meme-ing, photoshopping, podcasting,
vodcasting, gaming, html-ing
(Lankshear & Knobel, 2006)
Thursday, November 8, 2007 13
59. it’s not a big truck
“The internet isn’t just
something you dump
something on. It’s not
a big truck. It’s...it’s a
series of tubes.”
--Senator Ted Stevens (R-Alaska)
John Hodgman’s Reply
Ted Stevens Remix
Thursday, November 8, 2007 14
64. passive gaming
PMOG “adds an element
of score-keeping, gentle
competition, cooperation
and self-reflection
through scorekeeping
and game dynamics
added to web-
browsing” (Justin Hall, 2007)
Thursday, November 8, 2007 18
65. passive gaming
PMOG “adds an element
of score-keeping, gentle
competition, cooperation
and self-reflection
through scorekeeping
and game dynamics
added to web-
browsing” (Justin Hall, 2007)
It opens our eyes to what
the web really holds, to
expand our grasp of
meaning-making
experiences with the web
Thursday, November 8, 2007 18
66. “Gamers...in the Library?”
--Eli Neiburger
“WHY?! For the love of dear old Melvil
Dewey, why would we take our hallowed
houses of learning and sully them with these
vile, prurient, mind-rotting entertainments?
Well, it’s a fair question, so long as you
remember that they were saying exactly the
same thing about Pride and Prejudice not that
long ago. Minus the Dewey part, of course.”
Thursday, November 8, 2007 19
67. “Gamers...in the Library?”
--Eli Neiburger
“We’ve also learned that content is not just
about text, and that media doesn’t have to be
socially redeeming, or even any good, for our
patrons to want to consume it....
...If we were supposed to restrict ourselves to
offering materials with purely redeeming
social qualities and educational value, we’d
have to throw out half the collection.”
Thursday, November 8, 2007 20
68. A Zero-Sum Game?
• Content
• Knitting clubs,
romance novels,
large-print books,
movies, discussion
groups, storytime
• Connections,
community
• Instruction
Thursday, November 8, 2007 21
70. New Media Literacies
Play
Performance
Simulation
Appropriation Participation Gap
Multitasking
Distributed Cognition Transparency
Collective Intelligence Problem
Judgment
Transmedia Ethics Problem
Navigation
Networking
Negotiation
Thursday, November 8, 2007 23
71. NML Framework http://projectnml.org
Play: involves experimenting with Collective intelligence: pooling
one’s surroundings as problem-solving knowledge toward a common goal
Performance: involves adopting Judgment: evaluating the reliability
alternative identities and credibility of different sources
Simulation: involves interpreting Transmedia navigation: following
and constructing dynamic models narratives across multiple modes
Appropriation: meaningfully Networking: searching for,
sampling and remixing media content synthesizing, and disseminating
information
Multitasking: scanning one’s
environment and shifting focus as Negotiation: traveling across
needed communities, discerning perspectives,
norms
Distributed cognition: interacting
with tools to expand mental capacities
Thursday, November 8, 2007 24
72. NML Thinking
• Kodak Picture Gallery --> • stickiness--> syndication
Flickr • demographics--> identity
• Britannica Online --> play
Wikipedia • developer-written-->
• personal websites --> players co-writing
blogging • individual competencies
• evite -->upcoming.org --> collaborative questing
• publishing--> • value dependent on
participation scarcity of products-->
• content management value dependent on
systems --> wikis behavior choices
• directories (taxonomy)--> • surfing alone--> surfing
tagging (quot;folksonomyquot;) with others
Thursday, November 8, 2007 25
73. What Does it Mean if...
Thursday, November 8, 2007 26
74. What Does it Mean if...
• Gaming is the new golf?
Thursday, November 8, 2007 26
75. What Does it Mean if...
• Gaming is the new golf?
• You’re not making connections in WoW, etc., or you
have no reference for it?
Thursday, November 8, 2007 26
76. What Does it Mean if...
• Gaming is the new golf?
• You’re not making connections in WoW, etc., or you
have no reference for it?
• You don’t know how to visualize data, problem-
solve with others, know how to think with systems
Thursday, November 8, 2007 26
77. What Does it Mean if...
• Gaming is the new golf?
• You’re not making connections in WoW, etc., or you
have no reference for it?
• You don’t know how to visualize data, problem-
solve with others, know how to think with systems
• You don’t know how to interact online and socialize
in games, virtual worlds, or interactive sites?
Thursday, November 8, 2007 26
78. What Does it Mean if...
• Gaming is the new golf?
• You’re not making connections in WoW, etc., or you
have no reference for it?
• You don’t know how to visualize data, problem-
solve with others, know how to think with systems
• You don’t know how to interact online and socialize
in games, virtual worlds, or interactive sites?
• You don’t know how to present yourself online?
Thursday, November 8, 2007 26
79. Adopt the new literacies ethos
Thursday, November 8, 2007 27
80. Adopt the new literacies ethos
• Use design principles of good games
Thursday, November 8, 2007 27
81. Adopt the new literacies ethos
• Use design principles of good games
• Low-risk opportunities for failure
Thursday, November 8, 2007 27
82. Adopt the new literacies ethos
• Use design principles of good games
• Low-risk opportunities for failure
• Encourage design-system thinking
Thursday, November 8, 2007 27
83. Adopt the new literacies ethos
• Use design principles of good games
• Low-risk opportunities for failure
• Encourage design-system thinking
• Reappropriate, circulate, visualize data
Thursday, November 8, 2007 27
84. Adopt the new literacies ethos
• Use design principles of good games
• Low-risk opportunities for failure
• Encourage design-system thinking
• Reappropriate, circulate, visualize data
• Legitimate peripheral participation
Thursday, November 8, 2007 27
85. Adopt the new literacies ethos
• Use design principles of good games
• Low-risk opportunities for failure
• Encourage design-system thinking
• Reappropriate, circulate, visualize data
• Legitimate peripheral participation
• Don’t erase judgment, ethical decision-making
Thursday, November 8, 2007 27
86. Adopt the new literacies ethos
• Use design principles of good games
• Low-risk opportunities for failure
• Encourage design-system thinking
• Reappropriate, circulate, visualize data
• Legitimate peripheral participation
• Don’t erase judgment, ethical decision-making
• Problem-based learning
Thursday, November 8, 2007 27
87. Adopt the new literacies ethos
• Use design principles of good games
• Low-risk opportunities for failure
• Encourage design-system thinking
• Reappropriate, circulate, visualize data
• Legitimate peripheral participation
• Don’t erase judgment, ethical decision-making
• Problem-based learning
• Information literacy
Thursday, November 8, 2007 27
88. Adopt the new literacies ethos
• Use design principles of good games
• Low-risk opportunities for failure
• Encourage design-system thinking
• Reappropriate, circulate, visualize data
• Legitimate peripheral participation
• Don’t erase judgment, ethical decision-making
• Problem-based learning
• Information literacy
• Go outside the game: transmedia, fan cultures
Thursday, November 8, 2007 27
89. Adopt the new literacies ethos
• Use design principles of good games
• Low-risk opportunities for failure
• Encourage design-system thinking
• Reappropriate, circulate, visualize data
• Legitimate peripheral participation
• Don’t erase judgment, ethical decision-making
• Problem-based learning
• Information literacy
• Go outside the game: transmedia, fan cultures
• Identity play
Thursday, November 8, 2007 27
90. Adopt the new literacies ethos
• Use design principles of good games
• Low-risk opportunities for failure
• Encourage design-system thinking
• Reappropriate, circulate, visualize data
• Legitimate peripheral participation
• Don’t erase judgment, ethical decision-making
• Problem-based learning
• Information literacy
• Go outside the game: transmedia, fan cultures
• Identity play
• Affinity spaces
Thursday, November 8, 2007 27
91. Adopt the new literacies ethos
• Use design principles of good games
• Low-risk opportunities for failure
• Encourage design-system thinking
• Reappropriate, circulate, visualize data
• Legitimate peripheral participation
• Don’t erase judgment, ethical decision-making
• Problem-based learning
• Information literacy
• Go outside the game: transmedia, fan cultures
• Identity play
• Affinity spaces
• PLAY GAMES--failure is part of the game, remember?
Thursday, November 8, 2007 27
93. References, Further Reading
• “Meet the Gamers” -- Squire & Steinkuehler,
Libraryjournal.com, 2005
Thursday, November 8, 2007 28
94. References, Further Reading
• “Meet the Gamers” -- Squire & Steinkuehler,
Libraryjournal.com, 2005
• Gaming and Libraries: Intersection of Services--
Jenny Levine, ALA (theshiftedlibrarian.com)
Thursday, November 8, 2007 28
95. References, Further Reading
• “Meet the Gamers” -- Squire & Steinkuehler,
Libraryjournal.com, 2005
• Gaming and Libraries: Intersection of Services--
Jenny Levine, ALA (theshiftedlibrarian.com)
• Henry Jenkins’ ALA Keynote (TechSource, Gaming,
Learning, and Libraries Symposium), 2007
Thursday, November 8, 2007 28
96. References, Further Reading
• “Meet the Gamers” -- Squire & Steinkuehler,
Libraryjournal.com, 2005
• Gaming and Libraries: Intersection of Services--
Jenny Levine, ALA (theshiftedlibrarian.com)
• Henry Jenkins’ ALA Keynote (TechSource, Gaming,
Learning, and Libraries Symposium), 2007
• What Video Games Have to Teach Us about
Learning and Literacy-- James Paul Gee (2003)
Thursday, November 8, 2007 28
97. References, Further Reading
• “Meet the Gamers” -- Squire & Steinkuehler,
Libraryjournal.com, 2005
• Gaming and Libraries: Intersection of Services--
Jenny Levine, ALA (theshiftedlibrarian.com)
• Henry Jenkins’ ALA Keynote (TechSource, Gaming,
Learning, and Libraries Symposium), 2007
• What Video Games Have to Teach Us about
Learning and Literacy-- James Paul Gee (2003)
• Got Game: How the Gamer Generation is
Reshaping Business Forever-- Beck & Wade (2005)
Thursday, November 8, 2007 28
99. References, Further Reading
• Bibliographic Gaming-- bibliogaming.blogspot.com
Thursday, November 8, 2007 29
100. References, Further Reading
• Bibliographic Gaming-- bibliogaming.blogspot.com
• Game On: Games in Libraries--
libgaming.blogspot.com
Thursday, November 8, 2007 29
101. References, Further Reading
• Bibliographic Gaming-- bibliogaming.blogspot.com
• Game On: Games in Libraries--
libgaming.blogspot.com
• Pop Goes the Library--popgoesthelibrary.com
Thursday, November 8, 2007 29
102. References, Further Reading
• Bibliographic Gaming-- bibliogaming.blogspot.com
• Game On: Games in Libraries--
libgaming.blogspot.com
• Pop Goes the Library--popgoesthelibrary.com
• http://www.eye4youalliance.youthtech.info/
Thursday, November 8, 2007 29
103. References, Further Reading
• Bibliographic Gaming-- bibliogaming.blogspot.com
• Game On: Games in Libraries--
libgaming.blogspot.com
• Pop Goes the Library--popgoesthelibrary.com
• http://www.eye4youalliance.youthtech.info/
• Global Kids Digital Media Initiative (NYC)--
holymeatballs.org
Thursday, November 8, 2007 29
104. References, Further Reading
• Bibliographic Gaming-- bibliogaming.blogspot.com
• Game On: Games in Libraries--
libgaming.blogspot.com
• Pop Goes the Library--popgoesthelibrary.com
• http://www.eye4youalliance.youthtech.info/
• Global Kids Digital Media Initiative (NYC)--
holymeatballs.org
• Project New Media Literacies (MIT): projectnml.org
Thursday, November 8, 2007 29
105. References, Further Reading
• Bibliographic Gaming-- bibliogaming.blogspot.com
• Game On: Games in Libraries--
libgaming.blogspot.com
• Pop Goes the Library--popgoesthelibrary.com
• http://www.eye4youalliance.youthtech.info/
• Global Kids Digital Media Initiative (NYC)--
holymeatballs.org
• Project New Media Literacies (MIT): projectnml.org
• Goodplay Project (Harvard): goodworkproject.org/
research/digital.htm
Thursday, November 8, 2007 29