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Video Games, Literacy, and Strategies LIBRARY GOT GAME Maggie Hommel Park Ridge Public Library [email protected]

Library Got Game

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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.htmlA game design program for very young children:http://www.squeakland.org/

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Page 1: Library Got Game

Video Games, Literacy, and StrategiesLIBRARY GOT GAME

Maggie HommelPark Ridge Public Library

[email protected]

Page 2: Library Got Game

Why Video Games?

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Why Video Games?

Sixty-eight percent of American households play computer or video games.

Play Don't Play

Entertainment Software Association

(2010)

Page 4: Library Got Game

Why Video Games?

97% of teens ages 12-17 play computer, web, portable, or console games.

PlayDon't Play

PEW Research (2008)

Page 5: Library Got Game

Why Video Games?

DID YOU KNOW…

Average gamer is 35 years old and has been playing for 12 years.

Average game purchaser is 39 years old.

40% of game players are women.

020

3418

% who play

Source: Entertainment Software Association

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Why Video Games?

Industry Comparison - 2008

Music Movie Video Game

Book DVD0

5

10

15

20

25

30

35

40

In billions

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School Standards

www.ala.org/aasl/standards http://www.p21.org/ Partnership for 21st Century Skills Framework

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Concerns: Violence

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Concerns

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Concerns: Violence

Exemplary Aggression Teachers Article:

Video games use the same techniques that really great teachers use

motivate learners to persevere in learning and mastering skills to navigate through complex problems and changing environments

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Concerns: Violence

www.esrb.com

www.commonsensemedia.org

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Concerns: Addiction

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Video Games as Bait

Loss Leaders?

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Video Games & Learning

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Taking Play Seriously

What Makes a Game? Fun Winning & Losing Rules

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Taking Play Seriously

Play = central part of brain growth and development

Problem solving, practice

Adapting to an ever- changing environment

Henig, Robin Marantz. “Taking Play Seriously.” New York Times Magazine. 17 Feb 2008

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Video Games and Learning

Video Games Are Not Novels

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Video Games and Learning

Books Video GamesEffort and concentration Effort and concentration

Imagination Decision-making

Mental exercise Mental exercise

Content Cognitive processes

Story Action

Following narrative threads Long-term planning

Passive Active

Comprehension Exploration

Pre-determined outcome Player’s choices create outcomeEverything Bad is Good For You /

Johnson

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Video Games and Learning

Marc Prensky James Paul Gee

MIT Media Lab http://www.media.mit.edu/G+L+S

http://www.gameslearningsociety.org/MacArthur Fnd.

http://digitallearning.macfound.org

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Video Games and Learning

Simple vs. Complex Games

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Video Games and Learning

Content vs. Process

37

3 x 3 x 3 x 3 x 3 x 3 x 3

2187

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Video Games and Learning

Situated Meaning

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Video Games and Learning

New Identities

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Video Games and Learning

Motivation

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Video Games and Learning

Practice

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Gaming @ the Library

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Gaming @ the Library

Video Game Circulation

PolicyRegistered patron of the Park Ridge Public Library

Limit 2 per card

3 weeks

$1.00 per day

Max fine: $25.00 or cost of item

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Gaming @ the Library

Social

Runescape Party

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Gaming @ the Library

Physical

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Gaming @ the Library

Competitive

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Gaming @ the Library

All Ages

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Gaming @ the Library

Creative

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Gaming @ the Library

Game Design www.gamemakeracademy.org

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Gaming @ the Library

Game Design http://scratch.mit.edu

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Gaming @ the Library

Game Design www.alice.org

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Gaming @ the Library

Keys to Success: Talk to your patrons Act quickly Be responsive Be creative

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Let’s Play!

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Crayon Physics (Puzzle)

www.crayonphysics.com

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Independent Games Festival

http://www.igf.com

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Spore

Spore Creature Creator http://www.spore.com

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Uncharted 2 (Cliffhanger)

http://www.youtube.com/watch?v=69EBDlnDw2k

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Final Fantasy XIII (Story)

http://www.youtube.com/watch?v=jXv9DixV_Fo

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Parting Ideas

Give access to games on computers, in collection, etc.

Use games as starting point for other creative programming

Listen to patrons & what they are interested in

Play!

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For slides & sources:

http://www.slideshare.net/magpie984

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Thank you!

Maggie HommelReader Services ManagerPark Ridge Public Library

[email protected]