Posts tagged literacy
Simple & Easy Shared Library Ideas (via Infolink)
Aug 18th
Mary Martin, director of the Long Hill Public Library in NJ recently did a poll on the listserv for Infolink, one of our regional library cooperatives in NJ, and the results were so good I had to share them with you 8bitlibrary.com readers! Hope you can pass these ideas on as well!
NJ has a truly great library community.
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Simple & easy shared library ideas – August 2010
Ways to Engage Patrons
Front Desk Raffle
Run a fun contest at the circ desk every few months (e.g. get a quote from a book, display it and have patrons guess origin of quote. Those who guess correctly are entered into a drawing to win something simple (a gift card to Starbucks, DD, etc)
Raffle Ticket Inside Book
Variation of above, but put a “raffle” ticket inside books so people will be surprised when they find the ticket. (Bestsellers, hot movers, etc). The raffle ticket could even ask people for their opinion of the book.
Summer storytime
Does your town have a pool or a lake? There’s no law that says storytime must always be offered at the library. One library does a special storytime at the pool during the summer.
Book Bingo for the Whole Family
“Join us to play Bingo and win a book! All ages welcome, parents and grandparents too! No registration required.” All you need is some refreshments and some books as prizes (they use donated books so there is no cost aside from the refreshments). This has been very popular – the library who ran this had over 70 people in July.
Adult Summer Reading Program
A librarian writes: Based on this year’s water theme, we expended to the elements in general. We asked people to read a book or watch a DVD concerning the elements. We provided a list of suggestions to get them going. For each title, they fill out an entry slip for a drawing. We’ll do a drawing for some mugs at the end of August.
Teen summer reading program
At Long Hill we run both a teen and an adult summer reading program. For each book the patron reads or listens to, they fill out a raffle ticket. We draw winners weekly, and they win either a mug or a book (we use donated books as prizes). At the end of the summer we have one grand prize teen winner and one grand prize adult winner, each win a $25 gift card to Borders. We also offer the option for the patron to review the book, and we post their reviews on our library blog.
Storytime for Grownups
Because why should kids have all the fun?
Blind Date with a Book
In late January/early February, wrap up some books in brown paper, decorate with Valentine’s Day theme and encourage patrons to choose one to take home. Long Hill did this last year, it was fun and patrons enjoyed the opportunity to check out a book they might not otherwise have chosen.
Happy Holidays from the Library Staff!
Engage the staff by asking them to recommend holiday or winter themed books or DVDs. Then create a bookmark with their recommendations and give it out to library patrons.
Sharing Our Knowledge w/ Patrons
Staff Picks/May We Recommend?
Display backlist titles or staff picks that people may not have had a chance to read, at the front desk. You’d be surprised at how the staff picks fly off the desk. One caveat: pick books that are in good shape with interesting cover art. They are more likely to catch patrons’ interest.
If You Like cards in the stacks near popular authors
“If you like James Patterson you might also like….” these have been very popular at our library, I am happy to share the cards with anyone who wants to use and/or modify them.
Help patrons find their way around Nonfiction with shelf end cards that include not only the Dewey numbers but the subject patrons will find within that Dewey range – e.g 910.202 – 940.54 Geography, Travel, Ancient History or 600 – 618.24 Nutrition & diets, health & medicine
Recent Returns cart
In front of the circ desk, we have a cart where we put recently returned new books. We deliberately put the cart next to the book drop at the desk, because right after people drop off their old set of books is when they’re looking for new stuff to read. It cuts down on shelving, gives people a smaller section of books to browse.
“Bestsellers You Haven’t Read Yet”
Create a new section right next to New Fiction (or even use a folding bookcase or cart in front of the circ desk) with colorful books by big authors (Grisham, Roberts, Patterson, Picoult etc). You could even do a variation on the theme and do a “Best Books You Haven’t Heard Of” or a “Staff Picks” section. Assign someone to keep the display fresh and replenish it when necessary.
Get those oversized books circulating!
A librarian writes: “One thing we do is combine our browsing shelf with two lower shelves, and we choose a selection of oversized books there. Our oversized books tend not to go out as much as the other books, mainly because they are shelved separately. By showcasing them, not only do they go out, but people will go to the oversize shelves more than before.”
Oversized art books
One library I visited has a special set of shelving near the circ desk where they display oversized art books. As soon as they created this special section, the circulation of this type of book skyrocketed.
Summer Reading Lists
Make sure you have printouts of the local schools’ summer reading lists (both required, and recommended), and put them in binders. It may also be nice to post links to the reading lists on your library’s web site. We didn’t have the K – grade 5 recommended reading lists printed out until one of our staff members mentioned that she was getting a lot of requests for them. So I talked to the elementary school librarian and got the lists, then printed them & posted on our website.
Creative use of volunteers
Reading Buddies (teen volunteers)
Teen volunteers come in to read to little kids. Great all year round but especially during the summer when you have all those teens who want to volunteer
Computer Tutors (adult volunteers with computer skills)
Adult volunteers who have computer skills come to the library once a week at a set time, and help whoever comes in with their questions. It’s been very successful at Westwood Library and they’ve gotten great feedback from their patrons.
Another library described a similar program, PC Tutoring. They offer one-on-one computer tutoring to patrons twice a month, on several PC basics.
Better Communication with Patrons
Ask patrons for help in maintaining your collection
Patrons complaining about DVDs, audio CDs not working properly? You can create a simple slip asking patrons “Help us keep our collection in good repair” and including checkmarks where they can indicate what is wrong with the item. Then train staff to look for those checkmarks when an item is returned. And clean/repair item before it is reshelved.
Ask for what you need in your answering machine message
At Long Hill, we noticed that when people left messages for us at the front desk they usually failed to give us the info we needed (e.g. if it was a renewal) or they would be crystal clear in their message up until they told us their last name, which always ended up sounding like “Blarfengar.” So we changed our answering message to say “We’re sorry we missed your call. Please leave a message with your name, and please spell out your last name for us. Provide your phone number and your request. We’ll return your call as soon as we can.” This friendly message that clearly tells them what info we needed from them. It has cut down on the head-scratching we were doing when we checked our messages.
“You don’t have enough mysteries.”
One librarian writes: I met an elderly gentleman at a community event. He told me he stopped using our library because we didn’t have many mysteries. When I asked him for more details I learned that he thought the only mysteries we owned were on the New Book shelves. So now we have a sign on our New Mysteries shelves that says “We have over 7,500 mystery novels and many others available from other libraries at no charge…”
Cheap Advertising/Marketing
Use printable business cards to advertise services. For instance, if you want to promote Reference USA you can print business cards and hand them out to business patrons for them to file in their wallet, where they might actually have a chance of finding it when they need it.
Contact your local newspaper and find out if they have “community blogs.” Long Hill’s local newspaper encouraged us to start a blog with them. We use it to promote library events and what is interesting is that the newspaper staff read our blog, so occasionally they will print an article in the paper about the library even though we didn’t send them a press release – they just take the info from our blog.
At Long Hill we get BookPage book review magazine (for patrons) and we subscribe to the NextReads database (providing 21+ book related email newsletters people can sign up for.) When BookPage comes we put a sticker on it saying “Like what you read here? Sign up for NextReads for even more great recommendations.” To increase use of NextReads newsletters we also created easy sign up sheets and put them all around the library (including in our New Book binder) to encourage people to sign up. (We also use NextReads for our monthly children’s events email newsletter.)
Tax Forms
As you know the State of New Jersey stopped providing tax forms and instructional booklets this year. One of Long Hill’s staff members suggested we print out a couple copies of the instructional booklet, put them in binders and allow patrons to check them out for 7 days. This was a great way for us to serve the patrons
Easy Technology Tools
A librarian writes “We are a small library and only have 4 public Internet computers. We also have a large number of latchkey kids. This summer we decided to implement separate adult and juvenile usage times. Adults get their time on the computers from 10:30 to 12:30 and kids get their time from 2 to 4. Now we don’t have adults complaining about the noisy kids at the computers with them, and can guarantee that kids won’t be bothered by adults during their designated time period.”
Digital frame
You can get a cheap digital frame and put pictures from library events on it. Long Hill has this at our front desk. The kids especially are mesmerized by this – they look for themselves and their friends in the pictures.
National Gaming Day ’10 / HELP!
Aug 17th
Via http://ngd.ala.org!
We’re happy to announce that libraries can now register for National Gaming Day 2010, which will take place on Saturday, November 13.
Registering will also get your location on the national map we’ll be promoting to both the public and the press. Does your library plan to participate in the national Rock Band and/or Super Smash Bros. Brawl tournaments? Be sure to register so we can work with you ahead of time to get everything in place and tested.
National Gaming Day needs your help!!!
Please visit this link for the full post. Help us help the gaming-in-libraries cause!
Hi, Everyone –
I’m happy to say that we have more international libraries signing up for National Gaming Day this year. Unfortunately, we can’t ship the free donation to them, but they still want to participate (hooray for international libraries!).
Right now, a foreign services librarian with the State Department named Elenita is working with libraries worldwide that are partnering with U.S. embassies. She’s asking for our help to give them ideas for games they can play on NGD (Saturday, November 13).
“I would like to suggest free games that they can find on the Internet to play on NGD. Do you know any paper-based games, such as crossword puzzles or word games for them to try? Anything that is low-tech or no-tech based is preferable. Many participants are learning English as a foreign language.”
Does anyone have suggestions to help with this? TIA!
HAPPY GAMING, 8BITLIBRARIANS.
The Importance of Play
Jul 30th
From such an early age, we’re taught the importance of play. In their publication titled The Importance of Play in Promoting Healthy Child Development and Maintaining Strong Parent-Child Bonds, the American Academy of Pediatrics stresses the importance of play for young children.
Play is essential to development because it contributes to the cognitive, physical, social, and emotional well-being of children and youth.
I couldn’t agree with them more. In watching my son Finn grow over the past year and a half, I have seen how his playing with toys, dirt, sticks, pots, pans, and more have helped him develop his personality and skills. Through playing with pots, pans, and spatulas, the kid now has the motor skills to do very specific and focused tasks. I remember back to when he was 6 months old and how he was nothing more than a little blob that crawled around a bit and screamed for his mom’s breastmilk and think, “holy shit, play is really like his third parent.” It’s taught him so much.
The decrease in free play can also be explained by children being passively entertained through television or computer/video games. In sharp contrast to the health benefits of active, creative play and the known developmental benefits of an appropriate level of organized activities, there is ample evidence that this passive entertainment is not protective and, in fact, has some harmful effects.
In closing, I’d like to ask this: As librarians, we’re dealing with the public day in and day out. One of the great opportunities we have is the chance to educate our communities. How can we move forward towards a world where all forms of play are seen on a balanced level? It goes back to
the idea of Gamer’s Advisory that I had a few days ago. What types of programs and initiatives can we come up with to show the world the importance of many different types of play?- You can find the publication The Importance of Play in Promoting Healthy Child Development and Maintaining Strong Parent-Child Bonds here.
- Read more about The Legendary Starfy here
- Thanks to The Unquiet Librarian and the Libraries and Transliteracy blog for helping me think outside the box about education and learning.
Super Mario Brothers in the Classroom (Part 4 of 7)
Jun 22nd
Released in 1990 as the flagship title for the Super Nintendo, Super Mario World didn’t change how we play video games but it gave the Super Mario Brothers universe some wonderful features that are still featured in the games that we play today.
In particular, two things about Super Mario World stood out to me as I recently replayed the game:
1. The Spin jump: Basically, you jump gets some more firepower. In addition to being able to KO enemy by stomping on their head, the spin jump allowed you to bust bricks and defeat some enemies that couldn’t be killed with the standard jump.
Doesn’t sound too fancy, right? BUT IT IS! Think about modern Mario games and his ever popular butt thump. This is where it came from. The butt thump is a central feature in 3D Mario games.
2. Yoshi: Mario’s always been the star of his games, but Yoshi gives him a major run for his money. It was in Super Mario World that Yoshi made his first appearance. Since then, Yoshi’s had so many spin offs (read my review of one of those here) that he’s almost become his own franchise.
This is what Nintendo does so very well. They’ll add one small element to a game that won’t seem like a big deal, yet over time it becomes almost as important as the original game itself. Yoshi is a perfect example of how a simple idea can be taken to the next level.
So how can we incorporate Super Mario World into the classroom?
- Examine how Yoshi has changed the landscape of Super Mario Brothers. Look at the Yoshi character over a large period of time (1990 to present) and trace the path of his humble beginnings to his current status as a gaming icon almost as big as Mario.
- The little details: The spin jump changed how we play Mario games forever. Has this element been translated into any other games that you can think of? Have students look at the history of games over a time period and focus on the little details. What elements have changed the way we play games?
Sorry for the long overdue part 4 of this installment. I promise to not make you wait for part 5 as long! -Justin
Wikipedia & Gaming aka “5 Clicks to Jesus”
Jun 17th
A few years ago, I was turned on to a fun little game that I wanted to share with you.
It is called “5 Clicks to Jesus” and the rules are simple:
ONLY use your mouse.
Go to the main Wikipedia page and click on “Random Article”. From there, using only the links within the Wikipedia articles, you have 5 mouse clicks to get to the Wikipedia article on Jesus.
I found it a bit too easy after playing for awhile. Additional rules, such as not being allowed to click on the articles for Years or Countries, will increase the difficulty.
The variation we liked to use is “5 clicks to Batman”. And getting to this guy doesn’t count:

The Jesus, from The Big Lebowski
Teachers & Librarians who prefer print encyclopedias over Wikipedia are ruining the fun for us gamers.
Feel free to share any 5 click paths that were especially fun or difficult with us in the comment box below!
Grown up gaming w/ DSi XL
Apr 8th
The new Nintendo DSi XL dropped on Sunday, March 28.
- Larger screen size than the DSi, 93% larger than the DS lite
- Two locking viewing angles
- Speakers are louder and clearer
- Longer stylus comes with system, also includes pen type stylus
- DSIware games included, Brain Age Express Arts & Letters; Math
- Top is glossy with a matte bottom
- Larger size, weight seems same
- Buttons all identical to DSi
Nintendo is hoping to gain an older gaming market with this system. The larger screen size makes it easier to see, and the look and pen makes it seem less juvenile. Sharing gaming experience could be better with this larger model.
Libraries could potentially have gaming with DSi XLs, perhaps attracting a different age crowd. E-books are rumored to be released by DSIware– could be a player in the ebook market for libraries to be aware of.
Price point is $20 more than the DSi. Comes in either Bronze or Burgundy color
If you have a DSi, you might wanna wait for the upgrades in the next version (DS2)…
Super Mario Brothers in the Classroom (Part 3 of 7)
Mar 24th
Super Mario Bros. 3 was released in 1990 and since then the Mario franchise has never been the same. While Mario games have really always been big and full of adventure, I believe that this installment really took gaming to the next level and gave the series a solid place in pop culture history.
Each world that Mario or Luigi found themselves in was an epic, themed world that featured multiple levels, different castles, and a boss. These themed levels really created the template for the future worlds that Mario would explore. It gave us characters, locales, and items that all gamers and most non gamers will recognize.
Even more interesting was the promotional campaign Nintendo rolled out for the game. In 1989, the feature film The Wizard starring Fred Savage and Jenny Lewis (later of Rilo Kiley fame!). Basically, the film was an hour and a half long commercial for Nintendo. Did it work. Heck yes. I remember being a rather impressionable nine year old kid that wanted EVERYTHING THAT THIS MOVIE OFFERED ME.
So, wait, where were we? Oh yeah. The movie ended with a video game tournament featuring Super Mario Bros. 3 as the final challenge. It was the first time the game had been shown to a wide audience in North America. The effect? Mass pandemonium and huge sales. Super Mario Bros. 3 quickly became one of the biggest selling and most influential games of all time. Did it have something to do with The Wizard? Thinking back to my nine year self, I’d say yes. I was in hysterics about the game after I saw the film. I had to have it. Advertising really does work.
So how can we incorporate Super Mario Bros. 3 into the classroom?
- Super Mario Bros. 3 really drew a line in the sand for Mario games. It combined elements of the first game and took a major step forward. Since then, every Mario game has incorporated some element originally found in Super Mario Bros. 3. Have students play Super Mario Bros. 3 and then some of the later games in the series (Super Mario World, Super Mario 64, Super Mario Galaxy come to mind first) and have them compare and contrast the games. Obviously, all the games are different, yet there are features running through each game that link them all together. What are these features? Why do you think these features remain a mainstay in Mario games?
- How has promotion and advertising for video games changed over the years? Have your students look at a brief history of video game ads. How have they changed? What was the focus of some of the older ads? What is the focus now? I highly recommend having your students create YouTube playlists that take the viewer on a journey through video game advertising history. You can find my example here on the 8BitLibrary YouTube Video Game Ads Playlist.
Gaming/Teaching/Learning ideas…
Mar 23rd
The education system, in many cases, needs an overhaul. As I’ve posted before, James Paul Gee describes information hubs such as libraries and internet search engines as “competition” for schools, in that people can now learn exactly what they need to know, on demand when they need to know it. He goes on to say schools have never faced that “competition” before, and he calls for reform, some of which includes using gaming concepts as tools for learning.
But saying “we need video games in our classrooms” is one thing, actually implementing that is another. I’ve posted some lesson plan ideas that use Pokemon to teach, and Justin has posted some teaching ideas based around Super Mario (are we Nintendo fanboys much?!). Here’s two more ideas that you can use in the classroom to help the cause of “reforming education”:
This first link comes to me via Dennis Nagle, a fellow 2010 ALA Emerging Leader and one of my tweeps. It’s a school library that uses a Flash-animated game to teach the topic of “plagiarism”:
http://www.lycoming.edu/library/instruction/plagiarismgame.html
This second link circulated all over twitter via the #edtech hastag. Both librarians and teachers should follow this hashtag very closely, because it’s a resource for educators who use technology in the classroom. There are a small number of librarians who use the hashtag as well. It is a link to an article about how employers and teachers are using the gaming model of “leveling up” as an incentive. The basic idea is that tasks are assigned numbers. When a certain task is completed, points are earned and your “score” is raised (aka, you are “leveling up”). The most interesting part of this is that it is essentially an assessment model, yet the teachers in the article said it is exciting and motivating students. Think of other ways that students are assessed, and ask yourself if you could EVER describe the assessment as motivating? This can be a revolution in education resulting in large learning increases.
http://www.itnews.com.au/News/169862,employers-look-to-gaming-to-motivate-staff.aspx
Feel free to pass on your gaming in education and libraries links to us. I would like to give a shout out to Sara Kelly Johns, who is a school librarian in NY. She’s running for ALA President, and the idea to put these links together into a post was sparked by a discussion she started on facebook about rethinking curriculum and instruction. Justin & I both personally endorse her for president because of her use of these modern communication tools, so she absolutely has 8bitlibrary.com‘s endorsement as well!
Pokemon in the Library? Controversy, Content & Literacy.
Mar 11th
I’ve written a basic intro to Pokemon for teachers and librarians, a more in depth look at gender roles and violence in the game, and lesson plan ideas using Pokemon as a tool to teach “habitats”. With the USA release of Pokemon HeartGold and SoulSilver coming on March 14th, the time is definitely right for another post.
Let’s start with the controversy. This controversy transcends Pokemon. The controversy is: “What does Pokemon have to do with reading!?” Or, on that larger scale, “What do video games have to do with literacy?!”. This is the stigma that libraries face not only with video games, but with many forms of media. This is why we have Banned Books Week; this why we are constant advocates for our own roles as librarians. What the controversy almost always entails is a single person (or group of people), without a proper understanding of the specific story’s context of the content they oppose, trying to censor material from all users of a public or school library. The outcome of most of these well-meaning censorship attempts is that the person who tried to censor the material reads it, understands the content in the context of the story, and actually likes the story and withdraws the censorship attempt. This is a very frequent occurrence and I think that Pokemon’s detractors would feel the same way if they spent time within the story, playing the game.
That brings us to content. As a follower of Marshal McCluhan, I always try to hip people to the fact that a distinction must be made between the content of media and the media itself. In this case, the media is “video games” (arguably, “handheld video games”), and the content is “Pokemon” (and more specifically, “The story contained within Pokemon HeartGold”, or whatever Pokemon game you are speaking about). If we understand this distinction between content and the media transmitting the content, we have already raised the legitimacy with which the “gaming-in-schools-and-libraries” discussion takes place.
And as that discussion is raised, it reaches the level that OTHER media has reached in schools and libraries: the literary value of gaming. I don’t need to rehash it completely, but games now have a plot, character development, thematic elements, and interactive narrative devices. This is why the Pokemon franchise can release Pokemon Silver in 2000, and release Pokemon SoulSilver in 2010: SoulSilver is a game with a similar plot and theme, retold using the new character development & narrative devices possible that technology allows for 10 years later. THIS is what Pokemon and gaming-in-general has to do with reading. 8bitlibrary’s Craig Anderson has written more on that subject in LibraryGuyCraig’s review of Batman: Arkham Asylum.

Some library yougins at a "Pokemon Trade-off" I hosted last year
As a little addition to the article (I didn’t know where else to put this), I think the release of HeartGold and SoulSilver is an interesting one. As technology moves forward and more can be “done” with video games, Pokemon as a franchise has taken to “retelling” stories. HeartGold and SoulSilver and RETELLINGS of the stories contained within Pokemon Gold and Silver, which were released for play on the “inferior”-to-DS hardware system Gameboy Color. These new game are not really “remakes” of the old games; these are new games telling the same story. This reflects the true nature of video gaming: a modern storytelling medium. One of the library’s most important roles in the community is “storyteller”. From baby storytime lapsits to book discussion groups for seniors to archiving the local history of the community, libraries are a place to tell story. This is why Pokemon belongs there.
Super Mario Brothers in the Classroom (Part 1 of 7)
Feb 22nd
Since bursting onto the scene in 1981 in Donkey Kong, the Mario character has been a mainstay in our popular culture. Over the years, Mario has gone on so many quests, adopted so many different personas, and in turn, become interwoven in our lives.
Having been around for such a long time can have its benefits. Coming up on 30 years, Mario has seen the fall of the Berlin Wall, the end of the Cold War, the launch of the internet, 9-11, and the first African American President of the United States to name a few. In our never ending quest here at 8BitLibrary to help the public see video games as a true source of media which inspires users to create content and information, I’ve come up with some ideas for teachers and educators on how to use the Super Mario Bros. series in the classroom to help show just how much we’ve changed as a culture over the last three decades.
In 1985, the original Super Mario Bros. was released for the Famicom System in Japan. Featuring Mario on a quest to save the Princess, you controlled Mario through eight levels of pipes, goombas, coins, and the ultimate evil enemy, Bowser. Suffice to say, Super Mario Bros. changed the way we play video gaming.
One of the biggest game changers Super Mario Bros. featured was the element of a quest. Before this game, a lot of video gaming had been about getting the high score. Super Mario Bros. was one of the first games that focused on the user experience rather than the high score. While a score system still did exist, the main goal of the game was to save the Princess at the end of level eight.
Super Mario Bros. also established the idea of a mascot for a video gaming system. Nintendo was the company that developed Mario, so he quickly became the star of their system and the focus of their marketing campaign. Before Mario, Pac-Man was the most regarded video game star but had no specific platform which the character was attached to. In the end, the world of video gaming was never the same. Future systems such as the Sega Genesis had Sonic The Hedgehog which was their answer to the idea of a mascot.
Finally, one key feature of the game has to be the music and sound effects. The game’s theme as well as the numerous sounds effects created just for this title established Super Mario Bros. as a unique playing experience. It can be argued that the game helped create the genre of Nintendocore, a style of music that focuses on video game inspired melodies and themes.
In a discussion of Super Mario Bros., one could focus on the following:
- How has Mario changed (physically, graphically, and philosophically) since his debut in 1985? (Compared to his most recent adventure, Super Mario Galaxy),
- How did the arrival of Super Mario Bros. change the face of video gaming? (Possible topics could include how this game shifted gaming from a points based system to a more quest based adventure or something which compares the rise in popularity of video gaming to the advent of the “brand” character.
- The strong game play and controls featured in the game were a huge reason why the title was successful. Have your students play the game with these elements in mind. Are these two areas still a key element of the game? Does the game play stand the test of time? Provide reasons you think it does/doesn’t.
- Think about the music in Super Mario Bros. What types of themes and styles do you see in the composition? Why do you think the music and sound effects were so effective in creating a unique gaming experience?
I’ll be back soon with my take on Super Mario Brothers 2. Until then, here’s some helpful links for those interested in more Mario history.
Some additional resources to help you in your studies:
IGN Presents The History of Super Mario Bros from November 2007



