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Libraries, Literacy and Gaming: Manhattanville College Grant. May 7, 2010 Westchester Library Association Kate Todd. Let’s Play a Game. http://www.quia.com/rr/613221.html. Psychology and Play. Two psychologists theorized that “play” is an essential part of learning. Jean Piaget - PowerPoint PPT Presentation
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Libraries, Literacy and Gaming:Manhattanville College Grant
May 7, 2010
Westchester Library Association
Kate Todd
Psychology and Play
Two psychologists theorized that “play” is an essential part of learning
Jean PiagetSwitzerland1896 - 1980
Lev VygotskyRussia1896 - 1934
Education and Play
Maria Montessori designed materials that emphasized learning through play
Maria MontessoriItaly
1870 - 1952
Example
Teaches children:
• Conservation of Matter
• Manual dexterity• Eyes, hands
Has the digital revolution changed “play”?
If play has changed and education is linked to play, how does education need to change?
Video games and education
James Gee Marc Prensky
Why use educational video games?
1. Use action instead of explanation
2. Create personal motivation and satisfaction
3. Accommodate multiple learning styles and skills
4. Reinforce mastery skills
5. Provide interactive and decision making context
(Kebritchi & Hirumi, 2008)
Gaming and Information Literacy
Arizona State University
• Designed a board game: Information Pursuit
• Wanted to create digital version using Flash
• Difficulty working with programmers
• Student testers said “Too much text”
• Project was much larger than planners anticipated
University of Florida
• Bioactive• Programming with
Inform 7, interactive fiction software
• Screen shots not used because they get dated
• Link out to library resourceshttp://www.uflib.ufl.edu/games/bioactive/
University of North Carolina
• Information Literacy Game• Board game format• Written by a librarian• Used AJAX programming• Available to other libraries• Lessons learned:
– Keep it simple– Testing is critical
http://library.uncg.edu/game/
Trinity University
• Blood on the Stacks• Introduction to library
for Freshman• Residential school/
Used RAs• Positive feedback• Can it be re-used?
http://www.trinity.edu/jdonald/bloodonthestacks.html
Carnegie Mellon
• Grant: $50,000• Team of 8 librarians
and game design students
• Wanted to create 6 games
• Only completed 2:– Within Range– I’ll Get It http://search.library.cmu.edu/rooms/documents/
libraries-and-collections/Libraries/etc/index.html
http://mville.libguides.com/standards
Online Games Designed for Information Literacy
Created by United States colleges and universitiesarranged by ACRL standards
Examples
Industry Islands Citation Tic-Tac-Toe
Lesson created by Kate Todd.Citation Tic Tac Toe was designed by James Madison University.Quiz created using Quia.
Created by Kognito InteractiveFor Baruch College
Manhattanville College Gaming Grant
Student Created Games as a Tool for Academic Success
A Different Approach
• Provide students with an opportunity to create their own information literacy games
• Training includes both library skills and game design
• Students should then be able to share their products with other students
Grant implementation
Summer 2009
MAP program
17 students
Introduction to Scratch
5 LIS topics
1. Manhattanville Library web site
2. Assignment planning/time management
3. Asking questions of librarians
4. Finding books in the library
5. Using a database to find periodicals
5 lessons in Scratch
1. Moving sprites on the stage
2. Using multiple sprite costumes
3. Interaction of sprites
4. Using variables for scoring
5. Communication among sprites
• Students introduced to Scratch software
• Students divided into 5 groups to prepare games on LIS topics
Let’s look at student designed games
Group 1: Asking questions of librarians
• Estefany, Ivan, Jordan, Myosha• http://scratch.mit.edu/projects/mvilletodd/661410• Librarian is a bat• Good conversation as example of asking
questions• Shows understanding of link of subject to LC
class to location on Tier 2• Wanted to change background—something I
had not taught them
Group 2: Using a database to find periodicals
• Edwin, Madison, Nicole, Vanessa• http://scratch.mit.edu/projects/mvilletodd/661397• Misunderstood assignment• Used database to find this information• Not about how to use database• Drag and drop matching game about animal
babies—finished one animal pair• Understood use of variable for scoring
Group 3: Assignment planning/Time management
• Abdoul, Courtney, Jennifer• http://scratch.mit.edu/projects/mvilletodd/661399• Walker was from first Scratch lesson—built on
what was learned in class• Little old lady stereotyped librarian• Again demonstrating link of subject to LC class
to location, plus importance of asking librarian• Does not seem to picked up theme of
assignment: time management
Group 4: Finding books in the library
• Alina, Elizabeth, J.R.• http://scratch.mit.edu/projects/mvilletodd/661401• Breadth of role of book types and multiple uses
of library• Again wanted to change background—important
game element• Expanded beyond the basics of finding books
Group 5: Manhattanville Library web site
• Annesha, Avril, Max• http://scratch.mit.edu/projects/mvilletodd/661403• Identifies four key areas of the library web site• Uses quiz format• Only finished first question• Game building takes a long time• Used that little old lady stereotype again
What have we learned about gaming?
• Games do help maintain student attention
• Games are useful for student assessment
• Students do not understand how or what they learn from games
• Students who play games do not know how to create games
• Some students do not enjoy video games
What we have learned about LIS
• The importance of real library places in understanding virtual spaces
• LIS distinctions among topics is not intuitive to incoming students
• Incoming freshmen do not find meaning in an introduction to database searching
Next steps
• Online course for developing Quia games offered to librarians
• Offer complete LIS 2098, a course incorporating game design in Fall 2010
• Work with MAP students again this summer, saving some spaces in game design course
ReferencesAlvarado, R. C. (2008). Overcoming the fear of gaming: A strategy for incorporating games into
teaching and learning. EDUCAUSE Quarterly Magazine, 31(3). Retrieved April 5, 2010,
from
http://www.educause.edu/EDUCAUSE+Quarterly/EDUCAUSEQuarterlyMagazineVolum/Ov
ercomingtheFearofGamingAStra/163094
Gee, J . P. (2007). What Video Games Have to Teach Us about Learning and Literacy (Revised
and Updated Edition ed.). New York: Palgrave Macmillan.
Harris, A., & Rice, S. E. (2008). Gaming in academic libraries : collections, marketing, and
information literacy. Chicago: Association of College and Research Libraries.
Kebritchi, M., & Hirumi, A. (2008). Examining the pedagogical foundations of modern educational
computer games. Computers & Education, 51(4), 1729-1743.
doi:10.1016/j.compedu.2008.05.004
Malone, T. W. (1980). What makes things fun to learn? Heuristics for designing instructional
computer games. Symposium on Small Systems: Proceedings of the 3rd ACM SIGSMALL
symposium and the first SIGPC symposium on Small systems, 162-169. doi:
10.1145/800088.802839
McCrea, B. (2010). Not J ust Fun and Games. Campus Technology. Retrieved May 05, 2010, from
http://campustechnology.com/articles/2010/03/03/not-just-fun-and-games.aspx
Prensky, M. (2007). Digital Game-Based Learning. New York: Paragon House.
Prensky, M. (2008). Students as designers and creators of educational computer games: Who
else? British J ournal of Educational Technology, 39(6), 1004-1019. doi:10.1111/j.1467-
8535.2008.00823_2.x
Robertson, M. J ., & J ones, J . G. (2009). Exploring academic library users' preferences of delivery
methods for library instruction. Reference & User Services Quarterly, 48(3), 259-269.
Retrieved from Academic Search Premier database.
Find out more at guide prepared by Kate Todd:
Libraries, Literacy and Gaming
mville.libguides.com/games