Presentation on theme: "Games in Libraries Laura Kaspari Hohmann Information Resource Officer US Embassy Rome."— Presentation transcript:
Games in Libraries Laura Kaspari Hohmann Information Resource Officer US Embassy Rome
A profile of todays kids & their gaming habits* *The Pew Internet & American Life project survey on Teens, Video Games and Civics
97% of teens play games (computer, web, portable, or console) 50% played a game yesterday 48% use a cell phone or handheld device to play games
80% of teens play 5 or more different game genres Girls play an average of 6 different genres Boys play an average of 8 different genres
Social game play is thought to offer the possibility for youth to have collaborative and interactive experiences, experiences that potentially parallel may real-world political and civic activities.
The last decade was about the social Web. This next decade is the decade of games. --Seth Priebatsch, founder of SCVNGR
Consider…. We spend 3 billion hours a week as a planet playing games There are 183 million active gamers in the USA. There are 100 million active gamers in Europe 5 million Americans spend 40 hours a week or more playing games.
Think games are just for kids? The average young person will spend 10,000 hours playing games by the time theyre 21 – as many hours as theyll spend in the class room.
Think games are just for kids?
40 % of all gamers are women 1 out of 4 gamers is over the age of 50 The average game player is 35 years old and has been playing for 12 years. Most gamers expect to continue playing games for the rest of their lives.
Why use games in libraries? To bridge generational differences To teach literacy skills To encourage active engagement Help gamers feel connected to the library
Its inevitable: soon we will all be gamers. – Rob Fahey, 2008
Games in the Library
The Connection Between Gaming and Literacy
Why use games to teach information literacy skills?
games are fun & highly interactive games are cognitively engaging games motivating & challenging
games are a welcome break from traditional library instruction (or classroom) activities games help students to make and sustain the effort of learning games enhance problem solving skills
Gaming teaches 21 st Century Literacies: -Visual Literacy -Media Literacy -Programming Literacy -Science Literacy -Technology Literacy
Information Literacy Standards Applied to Board Games
AASL Standards for the 21st Century Learner
AASL Standards for the 21st Century Learner Applying the standards to board games
AASL Standard 1 Inquire, think critically, and gain knowledge.
AASL Standard 2 Draw conclusions, make informed decisions, apply knowledge to new situations, and create new knowledge.
AASL Standard 3 Share knowledge and participate ethically and productively as members of our democratic society.
AASL Standard 4 Pursue personal and aesthetic growth.
Guidelines for Developing a Games Collection Select games that are authentic and fun Factor in time it takes to play the game Consider return on investment
For School Libraries Align games with state/provincial/national curriculum standards Describe games as instructional tools that can be used to boost student achievement
Association of College & Research Libraries Information Literacy Standards Applied to Games Case Study: World of Warcraft
WoW & ACRL Information Literacy Standards ACRL Standard 1: Determines the nature and extent of the information needed WoW: Player has a goal, but needs to figure out how to get there and get to the next level.
WoW & ACRL Information Literacy Standards Standard 2: Accesses needed information effectively and efficiently WoW: Players must figure out where the necessary tools are. If they dont get them, they run out of energy or supplies.
WoW & ACRL Information Literacy Standards Standard 3: Evaluates information and its sources critically and incorporates selected information into his or her knowledge base and value system WoW: If you dont evaluate a sources validity, you may die or be slowed down in your quest.
WoW & ACRL Information Literacy Standards Standard 4: Uses information effectively to accomplish a specific purpose (individually or as a part of a group) WoW: Teams of people play together and must work together to figure out their goals and how to best reach them.
WoW & ACRL Information Literacy Standards Standard 5: understands many of the economic, legal, and social issues surrounding the use of information and accesses and uses information ethically and legally WoW?
Game Creation/Game Design workshops in libraries
Why Game Design? Constructivism: Learners create their own knowledge Constructionism: New ideas developed when an external artifact is created and shared Benefit: Long-term retention
Why in Libraries? All the benefits of playing games –Bring in people, engage them with each other and library resources/staff Artifacts of Creativity Motivation to learn and explore Diverse groups engaging deeply Literacy (digital, traditional, gaming)
Resources American Library Associations Games & Gaming Resources e=Main_Page e=Main_Page The Librarian's Guide to Gaming: An Online Toolkit for Building Gaming at your library
Additional Resources American Association of School Librarians Standards for the 21 st Century Learners elinesandstandards/learningstandards/sta ndards.cfm elinesandstandards/learningstandards/sta ndards.cfm ACRL Information Literacy Competency Standards for Higher Education dards/informationliteracycompetency.cfm dards/informationliteracycompetency.cfm
Resources for Board Games Games for Educators Board Game Geek