Digital Game-based Learning and Academic Libraries

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Digital Game-based Learning and Academic Libraries. By Gloria Creed-Dikeogu Ottawa University, Myers Library. WHAT IS DIGITAL GAMING. Online computer or console/video games-- free or pay Types of Console: Xbox360, Playstation 2/3, Wii , Handheld Nintendo DS - PowerPoint PPT Presentation


  • Digital Game-based Learning and Academic LibrariesByGloria Creed-DikeoguOttawa University, Myers Library

  • WHAT IS DIGITAL GAMINGOnline computer or console/video games--free or pay Types of Console: Xbox360, Playstation 2/3, Wii,Handheld Nintendo DSGamer Mindset: challenge, funGamer Characteristics: risk-taking, data emersion, strategy, trial and errorGames motivate players to learn new skills and tasks to play the game through engagement

  • GAME ARCHETYPESPick games based on your library goals (Nicholson, S)Knowledge games e.g. trivia, game show(challenge, intellectual, team, good for curriculum)Strategy games, Civilization, puzzles, chess (decision-making, challenge, not team games)Action games, e.g. Dance Dance Revolution, Zelda(dexterity, hand-eye coordination, action, activity, Public Library)Narrative games e.g. Storytelling games(heavy storyline, in-world involvement with characters)Social e.g. Wii Sports (action, competition)

  • WHO ARE OUR USERS?BornSilent Generation 1925-1942Baby Boomer I1943-1953Baby Boomers II 1955 to 1964Generation X 1965 to 1979Generation Y 1982 to 1999 (millenials)Generation Z2000-

  • WHY IS DIGITAL GAMING IMPORTANT TO ACADEMICS?We are involved with these students who are Generation Y and ZPrepare Info Lit experiences for these groupsEwing & Martin (2007) games teach problem solving, team building, communication skillsGamer demographics in 2007 adults play 7+ hours a week; average age 33, 25% over 50; 38% female

  • LINKING GAMING AND ILParallel Processinginterpreting multiple elements simultaneously, multitask Gen Y, ZLinear processing of Boomers, Gen XGamers learn adaptation to unexpected situationsILLearners seeking information must process multiple variables, must sort data to meet needIntegrate active learning modules in IL taps into student trial & error and parallel processing

  • GEN Z CHARACTERISTICSInternet generationDigital Natives; early adoptersSelf-Confident; SpoiledNo life without TV, Videos and Video games Zero tolerance for delaysActive and kinesthetic learnersMulti-taskersCompletely techno-savvy using mobile phones, laptops, digital toys

  • GAMING PSYCHOLOGY?Educators interested in psychology of Generation Y & ZHow what makes them tick can be used to teach them better and keep their interest in the classroom settingCan digital games lock in interest and offer a different way to learn e.g. History GamesConcerns around gender issues and digital gamingwomen not as interested?

  • WHY USE GAMING IN LIBRARIESFunStudents like reward explorationGamer demographics: In 2007 average gamer age 3325% gamers over 50 and 38% femaleStatistics have increased since 200770% College students play digital games

  • HOW DO GAMES TEACH?Provide role-play opportunitiesOffer freedom to explore of different worldsAllow teaching across disciplinesUsed to teach about real-world e.g. Cold Stone Creamery uses digital game to train employees how to scoop perfect ice-creamGames used in MBA Capstone Programs to test student understanding of theory learned: Supply Chain and Service and Operation Management concepts


    Smith, Felicia (2007) Games for teaching information literacyTen minute class active learning sessions integrated into Information Literacy SessionsConstructivist theoryActive learning Model and Whole brain activitiesImproves student boredom and increases engagementInclude role-play, analogies, movement, crossword puzzles, cartoons, humor


    Public and academic libraries started digital gaming programsInvest in digital gaming equipmentInvest in and check out digital game collections Public libraries buying game manuals to encourage reading amongst kids and YABuying graphic novels relating to game themesSponsoring digital gaming contests

  • GAMES USED IN LIBRARIES?Rutgers University created Digital Game that teaches Chemistry Lab and The cite is right: Anti-Plagiarism game


    U. of North Texas designing RPG, adventure-conspiracy plot, using ACRL Info Lit Standards, character driven, problem solving, modules build on one another --$619,000

    Arizona State University experimenting with games

    Syracuse University Library Game Lab

  • ACADEMIC LIBRARY CHECKOUTBaker, Bath et. Al Casebook on Gaming in Academic LibrariesU of Oregon buying collection of video gamesstarted with 40Acquired 4 game consoles for checkoutMotivation to do this low overall circ checkout; inexpensive way to lure new patrons to academic library


    Games in Libraries Class on Youtube by Scott Nicholson (Syracuse U) (30 sessions)

  • Educational Gaming Resources OnlineGamedev article repository Studies Archive Gaming Blog Games Initiative American Simulations and Gaming Association in Libraries

  • GAMES TO TRY OUTVirtual University

    Education Arcade Game Projects Games

  • TEACHING WITH DIGITAL GAMESDigital Games Research Association Papers/Digital Gaming Library Online College Library website educational game links

  • TEACHING WITH DIGITAL GAMESHow do you use computer games across the curriculum?

    Education College course used to teach digital game creation and use in teaching

  • What is your take on Digital Gaming in Academic Libraries?Should we be spending mega research $$$ to fund the creation of digital games that will teach our students how to use libraries and resources at the College level?


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