Posts tagged philosophy

Gaming in Schools & Libraries Conference

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The “Women in Games” conference, canceled. TOTAL BUMMER. But that got me thinking…

click for the story on the cancellation...

While this idea is not original and ALA has hosted similar events, I still feel like the time is right for an annual Gaming in Libraries conference. There are so many issues to address: Collection Development, Literary elements of gaming, diversity issues, how gaming can be used as an advocacy tool, gaming & information literacy, gaming across the curriculum (and gaming as a teaching tool), gaming as way to boost circulating materials collections, gaming as a marketing tool, LoFi gaming (board & card games). There could also be lots of related technology elements: mobile phones & library service (make no mistake, foursquare is a game), implementing gaming into your Library 2.0 program (think Farmville), QR codes in schools & libraries (a scavenger hunt game), texting as a teaching tool. We could also expand it to Gaming in Schools & Libraries Conference, which would more than double the opportunities for both conference programs and attendance. The issues are there, and the thinkers/presenters are there. This would probably also be one of the more fun conferences around, because at its root, games are fun.

Here’s my questions: Is the time right? Would you attend? If your library didn’t sponsor your attendance, would you still be interested? How pumped would you be to play Xbox Live’s 1 v 100 with a roomful of teachers and librarians? (YOU KNOW we’d take top score)

PAX East live blog, Day 2

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8bitlibrary.com is covering PAX East, the largest gaming convention in the country, all weekend. This is our live blog for coverage of the event on Saturday, March 27th. If you are reading this with an RSS reader, consider reading in a browser instead, because updates will be posted here all day!

question for #PAX exhibitors: can we have an ongoing dialogue about game collections in libraries / gaming in curriculums? #edtech

@Oodja here with a wrap-up of yesterday’s keynote.  Thanks to the 8bitlibrary team for having me on board!:

Day One (Friday): Wil Wheaton was right.

Clearly the news that Wil Wheaton was going to be offering the keynote to the PAX East conference here in Boston was a Big Thing ™. Not only is the child actor turned successful writer turned adult actor a heck of a speaker, but he’s also a hopeless gaming nerd who never met a d20 he didn’t like. So even though I was originally not planning to attend PAX, when I heard that Wil would be kicking off the festivities I realized that I’d be a fool not to go, if nothing else than for the keynote.

My initiative (so to speak) was rewarded mightily. For not only did I manage to meet up with a couple of local librarian gamers with whom I correspond regularly on Twitter- @calzone and @jmgold, who were gracious enough to let me tag along with them for most of yesterday afternoon as we waited in line for our opportunity to witness Ensign Crusher to take the con- but I also got to experience first-hand the crazy arena-rock reception that Wil Wheaton received when he did appear on stage to the blaring tune of MC Frontalot’s “Your Friend Wil (Don’t Be A Dick)”.

Wil assumed the podium with an axe to grind, and he ground it well- time and time again the enemies of gamers have attempted to smear and/or marginalize them, but despite the best efforts of these “concerned citizens” and social critics gamers have demonstrated that not only are they not dangerous deviants, but that gaming culture has proven to be a powerful lens through which gamers have focused their creativity and imagination in an unprecedented manner. From Atari 2600′s Adventure to Dragon Age: Origins, from the “Red Box” Basic Dungeons & Dragons set to 4th Edition D&D, Burning Wheel, and Dogs in the Vineyard, gaming has always challenged players not just to passively consume their entertainment but to immerse themselves and fully participate in it.

We are only just beginning to understand the ramifications of this tectonic shift as we move from what Laurence Lessig terms “R/O (Read Only) culture” back to the “R/W (Read/Write) culture” that our ancestors took for granted before the rise of mass-produced content that was awkward to share, difficult to copy, and of dubious legality to modify or remix. While digitization has rendered all but the aforementioned legal limitations virtually obsolete, Wil reminded us that this R/W culture did not begin in the ginormous antiquated servers of DARPAnet but in the wood-paneled basements of a generation of tabletop gamers, who were ripping, mixing and burning a new participatory creativity right there on their formica tabletops with painted lead figurines and funny dice.

So what does all of this have to do with libraries? Wil Wheaton’s anecdote about his free day captures it perfectly- finding himself with 12 whole hours where he was left to his own devices, Wil had originally planned to fill this half-day unencumbered with family responsibilities with a marathon re-watching of the Lord of the Rings Trilogy on DVD when he found himself inexplicably drawn to spending his free time playing the new FRPG Dragon Age: Origins instead. Why would he, an admittedly devout Tolkien enthusiast, do this? His answer: “Because I already know how it ends.” Faced with the choice of passively consuming a masterpiece of the fantasy genre and actively participating in his own epic quest, Wil chose the latter, and so does an ever-increasing percentage of our population. Whether or not these people choose to identify themselves as “gamers” or not is irrelevant. A new media literacy is evolving right here and right now, and if we are only just beginning to make sense of this in general popular discourse can you imagine how behind we are with this as librarians?

As an academic librarian I have seen questionable choices made with regards to popular literature and new media such as music, movies, and game. Some libraries made early snap decisions that these latter-day items would always be ancillary to their research collections, acquired either begrudgingly or not at all. To be fair there is a new generation of bibliographers who understand that with the rise of interdisciplinary studies and the serious study of popular culture one must be prepared to collect anything– my favorite example as an Interlibrary Loan librarian is our acquisition of the Death of Superman comic book for a senior faculty member who professed never to have read a comic in his entire life! How long until that same patron or someone like him returns to us looking for a playable copy of the Legend of Zelda or Activision’s Pitfall!?

R/W culture has only just begun its Renaissance, and it won’t be long before academics train their research on the origins of this movement when gamers helped a generation wrestle the means of cultural production from the titans of Big Content and start telling their own stories by playing- in this regard we can’t start collecting games soon enough. But it’s not just about collection for academic posterity. To borrow from Wil’s keynote, games have become a “default setting” of our cultural discourse, as sure as have books, music, television, and movies. As digitization accelerates our still-nascent R/W sensibilities it will not be long before games become *the* default setting for our culture.

Are we ready for this as librarians? Ready or not, the Wil Wheatons of the earth are here in force.

Gaming/Teaching/Learning ideas…

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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!

Gaming and Advocacy

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Advocacy is a word thrown around so often in libraries that we can forget what it means. Advocacy, to me, means advocating for meaningful library services and public support of libraries.

Gaming can be an effective tool for libraries to use in their advocacy efforts. Gaming is a literary endeavor. Gaming connects people. Gaming connects different media collections together. Gaming can be used to teach. Gaming can be used for fun. But what is really important is that everyone is gaming. In that sense, libraries can reach some of the widest audiences of users by including games both in their collections and program offerings.

And when the time comes for libraries to need support from public (in times of budget cuts, etc.), libraries with users who really vocally love the place will have strong advocates. When we are building our core of users who will support us, can libraries afford not to be incorporating game programs & collections?

PAX East Gaming Convention

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Hi 8bit librarians and teachers,

Some really cool news for you all. 8bitlibrary.com‘s LibraryGuyCraig and JP will have press status at PAX East, which is the largest gaming convention in the country. wo0t.

We’ll being live-blogging here at 8bitlibrary.com, tweeting over at twitter.com/8bitlibrary, vodcasting interviews & such in FULL HD VIDEO at youtube.com/8bitlibrary, and posting lots of photos at flickr.com/8bitlibrary.

We will be the only press at PAX East that is specifically documenting the educational and informational value of gaming in schools and libraries, so be sure to follow us via RSS to stay up-to-date.

PAX East runs March 26, 27, & 28, 2010.

Gaming and Cognition

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New neurological research, published in—and made freely available by—the journal Cerebral Cortex has found a correlation between the size of a trio of structures in the human brain and their owner’s ability to learn and play video games.

Peer-reviewed studies are confirming that there is a cognitive skill-set associated with gaming. Here at 8bitlibrary.com we advocate for gaming in libraries. These reasons include the literary nature of gaming, gaming as a media unto itself, increasing library circulation and attendance, the educational value of using games in schools and libraries, and now we have a new reason: as schools and libraries strive to include and engage a diversity of cognitive skill sets, “gaming” is a cognitive ability that fits into many of the core values of library and education environments.

I will post more in the coming weeks on the connections between schools, libraries, gaming, and cognition.

Original Link: Bad at video games? Your brain structure may be at fault

PBS link: How video games can help.

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Here’s an awesome find that was sent to be by South Orange NJ Public Library director Melissa Kopecky. It’s a 7 minute clip of a PBS interview with James Paul Gee, who is a professor of literacy studies at Arizona State University. His most recent book is Good Video Games and Good Learning.

In it, he suggests that schools have lots of “competition” in the sense that students are “learning” in other places, and one of the “competitors” he emphasizes is libraries. This “competition” he talks about is using “smart tools for 24/7 learning“. On libraries et. al.: “You learn all the time, you learn on demand and just in time, and you’re learning 21st century skills. That competition has never existed for school before, and that competition is beating schools at its best...” “…that competition will break the current paradigm of schools that we have“. This is a positive change, of course, and will result in better student learning. We here at 8bitlibrary.com appreciate all our readers and the fact that everyone who both contributes to and reads the site are part of this positive change in education!

More great (tweetable) quotes from the video:

Just learning a bunch of facts in school won’t do you much good.

Solving problems is more important than learning a bunch of facts.

Games marry words to actions, to images, to experiences, and to dialogue, so you understand them.

Schools using games as a teaching tool are using “situated understanding” (vs. just giving students definitions).

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