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Learning Games and Simulations: Implications for Libraries

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  1. Learning Games and Simulations:Implications for Libraries Wisconsin Library Association 2007 Annual Conference October 16-19 Green Bay, WI

  2. What this session covers: • Learning games and simulations… • Many with health themes and content • for all ages • characteristics • Gamer demographics • Peek inside some “healthy” games and sims • Where to learn more

  3. Lots of Questions • What constitutes play? • What constitutes learning? • When does play become work? • Where do they blend and blur? • Can we learn better through play? • What does the research show? • Are gaming spaces the ultimate mashups? We’ve wired classrooms, libraries, our homes and ourselves! NOW WHAT?

  4. Games are widely used as education tools, not just for pilots, soldiers and surgeons, but also in schools and businesses… • Games require players to: • construct hypotheses • solve problems • develop strategies • learn the rules of the in-game world through trial and error • juggle several different tasks • evaluate risks • make quick decisions • Playing games is, thus, an ideal form of preparation for the workplace of the 21st century… • -The Economist. London: Aug 6, 2005. Vol. 376, Iss. 8438;  pg. 9

  5. Who’s Playing? • 69%heads/households play computer or video games • 32% heads/households play on wireless devices • Avg age of buyers is 40(video and computer) • Seniorsfastest growing user group • Why? • 79%of all players report physical exercise avg 20/wk • 93%report reading books or daily newspapers • 62% consistently attend cultural events Entertainment Software Association (ESA) Website (accessed 9/26,2007)

  6. Who’s Playing? Entertainment Software Association (ESA) Website (accessed 9/26,2007)

  7. Who’s Playing? Entertainment Software Association (ESA) Website (accessed 9/26,2007)

  8. Who’s Playing? Entertainment Software Association (ESA) Website (accessed 9/26,2007)

  9. What are We Playing?

  10. Is it a Game or a Simulation? • Does it matter? • Simulations are acceptable • Games viewed with skepticism • Can we blend them effectively? • Technologies expanding horizons • Research on gameplay and learning • Economics of fun (Castronova) • When is play work? (Yee)

  11. Simulations are: • Non-linear • Interactive abstraction • Dynamic sets of relationships • Responsibilities result in consequences • Models of systems or environments • Sometimes like games Gibson,David.Aldrich, Clark; Prensky,Marc. Games and simulations in online learning : research and development frameworks. (2007)

  12. Simulations for Skills Training • Flight simulators – classic example • As training tools and games • Clinical skills training • SimMan • Military/Security training • America’s Army • Language skills • Cultural sensitivities • Virtual disaster simulations • Play2Train in Second Life

  13. MultiUser Virtual Environs (MUVES) • Building virtual realities • Social context • Participatory learning environments • Learning shells to be filled • Second Life • Croquet • River City

  14. Games are: • Linear • Organized play • Competitive fun • Rule-based • Defined by privileges, penalties, constraints • Sometimes blended with simulations Gibson,David.Aldrich, Clark; Prensky,Marc. Games and simulations in online learning : research and development frameworks. (2007)

  15. Games for Health

  16. Big Games/Sims Tiny Games/Sims

  17. Malaria Mosquito Game/Sim http://nobelprize.org/educational_games/medicine/malaria/

  18. http://nobelprize.org/educational_games/medicine/

  19. Pulse APRIL 10, 2006

  20. More Pulse

  21. Sims for Learning/Training • Imitation of real world characteristics • Modeling real-life or imaginary situation on computer • Study and skills training • Health sims • Multiuser Virtual Environments (MUVES) • River City • Second Life • Sims with gaming characteristics • Trauma Center: Under the Knife • Second Opinion

  22. Libraries in Second Life

  23. Second Health Hospital (UK)

  24. Nutrition Made Interesting

  25. Teaching Immunology

  26. Serious Games for Health • Nutrition • Monster Nutrition • Food Pyramid Blast Off • Body is the Game - Fighting Cancer • Re-Mission • Nanoswarm • Exercise • Brain Age • The WII • DDR

  27. Blurring the Boundaries Between… • Games and Sims • Work and play • Learning and gameplay • Serious and trivial pursuits • Virtual and real worlds • Validity and fantasy

  28. Trends & Speculations • Cross-generational use of games and sims • Future learners more visually demanding • Social networking in digital spaces • Learners want to be engaged • Hybrid learning increasing • Blending/Blurring of learning tools and environments • Increased mobility – yours and the technologies (Starbucks & McDonalds) • Working and playing online • Technologies without borders • Research continues

  29. Implications for Libraries and Librarians • Instruction • Collections • Reference • Development • Librarians as content experts • Special events • Research

  30. Instruction/Orientation • Jeopardy • Big game at Ohio State • Information literacy • Nutrition and fitness • Self-guided phone tours • Language games • Second Life course

  31. Collections • Libraries Circulating Games Wiki • Online Books Page (Uni Penn) • Stanford University’s Video Game Collection • Kentucky public library to carry video games

  32. Special Events • Game nights • Tournaments • Guitar Hero • Dance Dance Revolution • Wii • Big games • Board games • Games for change

  33. Where to Learn More • Serious Games Initiative • The Shifted Librarian Blog • Game On: Games in Libraries Blog • Library Games Blog • Conferences • People

  34. It’s all about learning… So… Let the Games Begin!

  35. That’s All Folks! • Questions Ulrike Dieterle, MA, MLSDistance Services and Outreach CoordinatorEbling Library School of Medicine and Public Health University of Wisconsin-MadisonPH: 608.262.8025 udieterle@wisc.edu