1. AASL 16th National Conference & Exhibition Rising to the
Challenge, November 14-17, 2013 Hartford, CT GAME ON Using the
Latest and Greatest to Entice Patrons and Promote Literacy Tricia
Kuon & Holly Weimar Library Science, Sam Houston State
University
2. THE STUDY OF GAMES AND GAMING, ESPECIALLY VIDEO GAMES
(DEFINITION FROM OXFORDDICTIONARIES.COM) Ludology Blog:
http://www.ludology.libsyn.com/ What is ludology?
3. WHAT ARE GAMES? A Game is a form of play with goals and
structure. Kevin Maroney, The Games Journal (2001).
4. IS GAMING EDUCATIONAL? John Hunter & the World Peace
Game
http://www.ted.com/talks/john_hunter_on_the_world_peace_game.html
5. CHARACTERISTICS OF GAMES (Nicholson, 2010) Games are not
Skill drills in the form of a game Games are Structured; have rules
Made up Given Toys Games that have a specific educational focus
that sacrifices fun and gameplay Play Purposeful; have goals Image:
Robin Ashford,
http://www.flickr.com/photos/25095603@N07/4548192925/in/photolist
-7VUFip-7VUFsk-7VUFj4-7VUFtt-7VXWq7-7VUFqK-7VXWgj-7VXWnq-7VXWoW96MFYB-96MEpD-96MFLV-96MEMr-96MGiX-96MGwz-96MG82-96MFzg-96MF5X-
Long-term or short-term Can be self-imposed Sets limits Allow
players to improve Motivates
6. WHAT DO GAMES AND BOOKS HAVE IN COMMON AT THE LIBRARY?
(Nicholson, 2010) A history of library programming that includes
gaming: Chess club Scrabble club Story time Computer games Games
connected to books and reading may have: Historical content Content
related to curriculum Set in fantastical worlds Gaming connected to
literacy may contain: Reading and role play, which may require
research regarding the role or historical context Interpreting and
manipulating game symbols
7. GAMING AND THE LIBRARY (Nicholson, 2010) Gaming should
support the librarys mission Gaming should provide social
interaction Gaming may draw students into the library Gaming should
have adults who are ready to facilitate the play Gamings focus
should be on the experience, not the game
8. WHAT TO CONSIDER WHEN PREPARING FOR GAMING Gaming
experiences desired for the students Physical space Noise level
Enough space for games that require movement Tables, chairs, or
comfy seating Cost Materials already available Additional expenses
Running of the program One-time program or continuous or sequenced
Curriculum tie-in Expertise available to support students if needed
Outside experts from groups or clubs, such as chess club Knowledge
students already hold, peer-to-peer 5 Elements of Gaming Experience
1. 2. 3. 4. 5. Social interactions Narrative of the game Actions
required by players Knowledge players bring to game Decisions
players make (strategy) (Nicholson, 2010)
9. TYPES OF GAMING EXPERIENCES (Nicholson, 2010)
10. TYPES OF GAMING EXPERIENCES KNOWLEDGE: Players bring their
personal knowledge to the game. Scrabble or Boggle or Bananagrams
Jeopardy Balderdash Trivial Pursuit Pictionary or Cranium Puzzles
that require players to search the surrounding environment Charades
Image: Jonathon Colman (2009)
http://www.flickr.com/photos/46956797@N00/4198766423/in/photolist-7p2LYx-7xfKtE-8LjJRrb2R6up-b2NPD4-8fGYke-9y8uQt-81u9nR-81xf5L-81wVmC-81ue54-81xcdf-81u1mx-81taX881tnrz-81ufc6-81xhRG-81tFGX-81xgdY-81xkU1-81xwpY-81twhR-81utQF-81xndh-81tXhD
11. TYPES OF GAMING EXPERIENCES STRATEGY: Players make
decisions. Games may have time limit or element of chance.
Tic-tac-toe Checkers or chess Mancala Parcheesi Backgammon Connect
4 Pente Monopoly Clue Risk Axis and Allies Image: Matt Chan (2010)
http://www.flickr.com/photos/91151414@N00/4239225226/in/photolist-7sB8Y7-bCt9F79vZVQ4-a53uLm-8Hjbd3-96xL3n-96APgQ-96xLcT-8r6tyo-bE1wgc-bkAorg-aa9uDr-92z11Q8AdrtV-a6xFPq-8WyZBQ-9jXrte-cWbLrh-aARriH-81yuTd
Hearts or Spades Cribbage Pants vs. Zombies
12. TYPES OF GAMING EXPERIENCES ACTION: Players use hand-eye
coordination, reflexes, and strategic decisionmaking. Dance Dance
Revolution Guitar Hero or Rock Band Wii Sports Madden NFL Mario
Kart Image: Eric ejk (2007)
http://www.flickr.com/photos/74609962@N00/2024478414/in/photolist-45TYUf-47JH3J-4ca8Dn4eMd3Z-4eXaAN-4pRfw8-4tTa3X-4uMAoD-4G6w8u-4HnvKc-4LYqjA-4V3FQD-57nY4U-5wc5s55J5vTw-6sCMBb-6wcdyK-9i8hE6-e51tby-9uwUJW-7Shsgd-7Sebet-7Sebck
13. TYPES OF GAMING EXPERIENCES NARRATIVE: Players interact
with each other and the world in which the game is set. Tales of
the Arabian Nights board game RuneScape (MMORPG) Lord of the Rings
board game Shadows Over Camelot board game Pandemic board game
Shakespeare in a Box Image: heath_bar (2012)
http://www.flickr.com/photos/29789073@N00/8525670574/in/photolist-dZohQf-dZoipo-dZohZmdZoiAE-dZohVo-dZhzS6-dZhA7K-dZhzYT-bnCAma-eabsJM-bnCAbD-9zHmfd-ahYcoY-8JYpen9XbNWR-fL7mAF-8RX4ui-9ajMde
14. TYPES OF GAMING EXPERIENCES SOCIAL: Players interact with
each other to get to know one another. Apples to Apples Diplomacy
Wii Music Team building activities Image: Rev. Xanatos Satanicos
(2008)
http://www.flickr.com/photos/31355686@N00/2771905372/in/photolist-5dWJTW-5wofRH-5CH82T-5HJ5c1-5UySPs615si1-619kuY-661Zmf-6bn9Nb-6g4xEo-6rf1ET-6Hhamb-6TJQRk-75ZAJd-77uFtd-77KG2c-7apk9J-7aycrs-7ebVSg7wJe9G-ajqSki-bZznoA-bmfshj-aDoxT9-8Azunf-fLEuDo-9MQELo-8UzTVg-8S4Xsi-7SbBbF-dooSHo-bfJxi8-aggcL1bwDNEF-ewujJJ-fFVewh-fFVe1f-fqE2yL-dbFUKi-8P7VMX-9MwnJy-8q1o9e-ax5rAz-dHwxwP-g7wUcJ-9mBvAB-8dxydM8dxw6g-8dxtcB-8dAHVN-8dAK1C
15. IS GAMING BEING USED IN THE LIBRARY? How, why, concerns,
questions, and possibilities
16. Within reason 92% 8% I remember playing Monopoly as part of
our civics class
17. 50% Yes 50% No Image: Penn State (2012):
http://www.flickr.com/photos/53130103@N05/6935924393/in/photolist-byUqFk-byUqUk-byUrDkbkZyXd-bkZytj-bkZyTh-bkZy5Q-bkZy97-bkZxQG-byUqNx-cinZnq-8fCR6y-8fzBmv-8fCWm7-8fCVZL-8fCTNQ-dZzqPQ-bSi1R8-bkZz4Q-byUrp2grUTY9-byUr6H-acpQfS-buhDJz-9RWmWw-biij9Z-dEKaiU-dEDMKi-dEDLJP-dEDLbV-dL3xAa-askLNg-fNgprz-89adqZ-7ZbVeL-9VnJ2y-dk8ztDdEDNf8-8htte2-dEDM8x-84gUWt-9ZWWbR-cQrdo7-asw3Kj-7U2mrF
18.
http://www.flickr.com/photos/61209873@N00/8483478010/in/photolist-dVE3sf-bgpALra6KZHG-9hqL72-9hqEgD-9hqQ5n-b854h4-8EKyq9-8EGo5X-8EGo8x-8EKyqE-8EKypL8EKyoG-8EGo6k-8EGo6V-8EKyof-8EKym9-8EKytw-8EGoft-9htLHE-9hqP1F-9hqCF8-9hqGiX9htQkS-9htPt3-cAUokA-9Wcnxx-7yWDGB-c1Pp5S-9kEpQE-8Zq6gn-aCqWRX-9kBn4abjG3Vq-7Tnj5w-7HVjZz-7TniNE-7TniS9-dFQ2a7-7Tj4oF-7VoiWM-dgApG6-awW6gu-7TnjAd93X7D1-7Tkf1N-7Ugm6h-9dq6Re-auA7Q1-7Tnj93-gnLdkk
Image: Steve Petrucelli (2013)
19. 42%
20. Motivation and rewards system Students enjoy the activities
Encourages/welcomes use of the library Excites kids about learning
Interest from the kids Students learn to problem solve Teachers
like it Non-readers suddenly want certain books Increased social
interaction Draws students in Gives students time to relax Engaged
in learning Increases thinking skills Engagement, real-world
applications I get to know students better Logical thinking skills
and social skills Positive feedback from students Kids are working
together
21. Some think it could replace teaching Directions must be
very clear Students occasionally get too loud Controlling activity
level Having enough games for everyone Keeping all the pieces
together Not enough money for resources Scheduling issues, time
constraints Kids can get too competitive Having enough devices
Gamers taking over the library Theft and a lot of work Jealousy,
cheating Monitor student to make sure they stay on the approved
sites Kids expect gaming all day LOUD!
22. Wii PS3 iPads Additional space Food rewards Xbox Chess set
and at least 5 board games similar to Pandemic and The Stone Age
Whatever the students like and can do!
23. The graphics are not up to what they play at home Positive
They love coming in for games! More engaged Turn away from
trivia-type games They enjoy it Smiles, smiles, smiles Thank me for
providing a place where they can get away from it all
24. Incan Gold Backgammon Scrambled States of America Connect
Four Rush Hour Battleship Pandemic Perplexus Forbidden Island Candy
Land Apples to Apples Clue Jenga Life Chess Sorry Checkers
Parcheesi
25. REFERENCES Clark, D., Tanner-Smith, E., Killingsworth, S.,
& Bellamy, S. (2013). Digital games for learning: A systematic
review and meta-analysis (Executive Summary). Menlo Park, CA: SRI
International. Gee, J. P. (2007). What video games have to teach us
about learning and literacy. Revised. New York: Palgrave Macmillan.
Gee, J. P. (2012). Digital games and libraries. Knowledge Quest,
41(1), pp. 61-64. Harris, C. (2013, October). Gaming the Common
Core. School Library Journal, p. 16. Nicholson, S. (2010). Everyone
plays at the library: Creating great gaming experiences for all
ages. Medford, NJ: Information Today, Inc. OxfordDictionaries.com
(2013). Ludology. Retrieved November 10, 2013 from
http://www.oxforddictionaries.com/us/definition/american_english/ludology
Sloan, W. M. (2013). How to stimulate summer learning. Education
Update, 55(6), pp. 1, 6-7.