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Digital Game-based Learning and Academic Libraries

Digital Game-based Learning and Academic Libraries. By Gloria Creed-Dikeogu Ottawa University, Myers Library. WHAT IS DIGITAL GAMING. Online computer or console/video games-- free or pay Types of Console: Xbox360, Playstation 2/3, Wii , Handheld Nintendo DS

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Digital Game-based Learning and Academic Libraries

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  1. Digital Game-based Learning and Academic Libraries By Gloria Creed-Dikeogu Ottawa University, Myers Library

  2. WHAT IS DIGITAL GAMING • Online computer or console/video games-- free or pay • Types of Console: Xbox360, Playstation 2/3, Wii, Handheld Nintendo DS • Gamer Mindset: challenge, fun • Gamer Characteristics: risk-taking, data emersion, strategy, trial and error • Games motivate players to learn new skills and tasks to play the game through engagement

  3. GAME ARCHETYPES Pick games based on your library goals (Nicholson, S) • Knowledge games e.g. trivia, game show (challenge, intellectual, team, good for curriculum) • Strategy games, Civilization, puzzles, chess (decision-making, challenge, not team games) • Action games, e.g. Dance Dance Revolution, Zelda (dexterity, hand-eye coordination, action, activity, Public Library) • Narrative games e.g. Storytelling games (heavy storyline, in-world involvement with characters) • Social e.g. Wii Sports (action, competition)

  4. WHO ARE OUR USERS? Born • Silent Generation 1925-1942 • Baby Boomer I 1943-1953 • Baby Boomers II 1955 to 1964 • Generation X 1965 to 1979 • Generation Y 1982 to 1999 (millenials) • Generation Z 2000-

  5. WHY IS DIGITAL GAMING IMPORTANT TO ACADEMICS? • We are involved with these students who are Generation Y and Z • Prepare Info Lit experiences for these groups • Ewing & Martin (2007) – games teach problem solving, team building, communication skills • Gamer demographics in 2007 adults play 7+ hours a week; average age 33, 25% over 50; 38% female

  6. LINKING GAMING AND IL • Parallel Processing—interpreting multiple elements simultaneously, multitask Gen Y, Z • Linear processing of Boomers, Gen X • Gamers learn adaptation to unexpected situations • IL—Learners seeking information must process multiple variables, must sort data to meet need • Integrate active learning modules in IL taps into student trial & error and parallel processing

  7. GEN Z CHARACTERISTICS • Internet generation • Digital Natives; early adopters • Self-Confident; Spoiled • No life without TV, Videos and Video games • Zero tolerance for delays • Active and kinesthetic learners • Multi-taskers • Completely techno-savvy using mobile phones, laptops, digital toys

  8. GAMING PSYCHOLOGY? • Educators interested in psychology of Generation Y & Z • How what makes them tick can be used to teach them better and keep their interest in the classroom setting • Can digital games lock in interest and offer a different way to learn e.g. History Games • Concerns around gender issues and digital gaming—women not as interested?

  9. WHY USE GAMING IN LIBRARIES • Fun • Students like reward exploration • Gamer demographics: In 2007 average gamer age 33 • 25% gamers over 50 and 38% female • Statistics have increased since 2007 • 70% College students play digital games

  10. HOW DO GAMES TEACH? • Provide role-play opportunities • Offer freedom to explore of different worlds • Allow teaching across disciplines • Used to teach about real-world e.g. Cold Stone Creamery uses digital game to train employees how to scoop perfect ice-cream • Games used in MBA Capstone Programs to test student understanding of theory learned: Supply Chain and Service and Operation Management concepts

  11. NON-DIGITAL GAMES USED IN LIBRARIES? • Smith, Felicia (2007) “Games for teaching information literacy” • Ten minute class active learning sessions integrated into Information Literacy Sessions • Constructivist theory—Active learning Model and Whole brain activities • Improves student boredom and increases engagement • Include role-play, analogies, movement, crossword puzzles, cartoons, humor

  12. WHAT ARE LIBRARIES DOING? • Public and academic libraries started digital gaming programs • Invest in digital gaming equipment • Invest in and check out digital game collections • Public libraries buying game manuals to encourage reading amongst kids and YA • Buying graphic novels relating to game themes • Sponsoring digital gaming contests

  13. GAMES USED IN LIBRARIES? • Rutgers University created Digital Game that teaches Chemistry Lab and The cite is right: Anti-Plagiarism game http://library.camden.rutgers.edu/EducationalModule/Plagiarism/citeisright.html

  14. LIBRARY GAME RESEARCH? • UNCG http://library.uncg.edu/game/newgame.html • U. of North Texas designing RPG, adventure-conspiracy plot, using ACRL Info Lit Standards, character driven, problem solving, modules build on one another --$619,000 • Arizona State University experimenting with games http://www.west.asu.edu/libcontrib/game/website/index.cfm • Syracuse University Library Game Lab http://gamelab.syr.edu/

  15. ACADEMIC LIBRARY CHECKOUT • Baker, Bath et. Al “Casebook on Gaming in Academic Libraries” • U of Oregon buying collection of video games—started with 40 • Acquired 4 game consoles for checkout • Motivation to do this— low overall circ checkout; inexpensive way to lure new patrons to academic library

  16. CAN I GET MY LIBRARY READY FOR GAMING? Gamer’s Toolkit http://gamingtoolkit.org/tools.html Games in Libraries Class on Youtube by Scott Nicholson (Syracuse U) (30 sessions) http://www.youtube.com/watch?v=d8vuPsPsG18&feature=channel

  17. Educational Gaming Resources Online Gamedev article repository http://www.gamedev.net/ Game Studies Archive http://gamestudies.org/0902/archive Ludology.org Gaming Blog http://www.ludology.org/games/ Serious Games Initiative http://www.seriousgames.org/ North American Simulations and Gaming Association http://www.nasaga.org/ Games in Libraries http://www.gamesinlibraries.org/

  18. GAMES TO TRY OUT • Virtual University http://www.virtual-u.org/product/ • Education Arcade http://www.educationarcade.org/gtt/index.html Educational Game Projects http://www.west.asu.edu/libcontrib/game/website/links.cfm • Watercooler Games http://www.bogost.com/watercoolergames/

  19. TEACHING WITH DIGITAL GAMES • Digital Games Research Association Papers/Digital Gaming Library Online http://www.digra.org/dl/ • Australian College Library website educational game links http://library.scotch.vic.edu.au/resources/refcentre/edugames.htm

  20. TEACHING WITH DIGITAL GAMES • How do you use computer games across the curriculum? http://www.gamediscovery.com/ideas/archive/Video-Game-1059.asp • Education College course used to teach digital game creation and use in teaching

  21. What is your take on Digital Gaming in Academic Libraries? http://www.slideshare.net/silversprite/digital-games-in-libraries-and-information-science Should we be spending mega research $$$ to fund the creation of digital games that will teach our students how to use libraries and resources at the College level?

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