Beyond Gaming in the Library: Gaming for Information Literacy
Friday, April 18, 8:00 - 9:50
- speaker: Amy Harris, UNC at Greensboro
Amy's background
- her position is an instruction librarian, alot of freshman classes
- also works reference desk
- not a techie; get along with techies, but not one herself
- not a diehard gamer--last game system she owned was a NES (original Nintendo)
- only game she plays now is Katamari (heh, heh), and Guitar Hero once a year to make the students laugh
- believe that gaming can be a vital, important part of information literacy
- co-editing a book about ways that libraries have made gaming a part of their culture
- (has all the links that are also on the handout)
Gaming for Goodwill vs. Gaming for Info Literacy
- goodwill = to bring students into library and create positive attitude toward it
- once per semester (done it four times)
- about 120 people
- effectively created goodwill among students, even those who don't attend
- worked with student groups that didn't previously have a relationship with library
- also non-video games: chess, board/card games, Scrabble
- provided pizza
- info lit gaming
- definition: incorporating games or gaming concepts into info lit instruction
- facts from Lee Rainie at Pew Internet, about millennials
- trying to reach kinesthetic learners
- learn by doing (hands-on experiences)
- average age of games: over 30 (Gen X, Baby Boomers, Senior Citizens)
- there is no "typical gamer" anymore, especially with platforms like DS and Wii
Learning Principles of Games
- active, critical learning principle (don't read instructions)
- meaning of signs, words, symbols is conveyed in context (situated meanings)
- info on-demand and just-in-time learning
Why Gaming?
- it's fun; fun method of research and fun for students
- audience
- reaching different types of people
- distance education
- difficult to reach these students through traditional info literacy
- what can we do to reach those students?
- tutorials are good, but gaming offers interactivity
Tutorials vs. Games
- (see slides for chart)
- there are some advantages and disadvantages to each, as listed on the chart
- "Copyright Bay" - interactive game on teaching about copyright law
Who's Doing It? (Info Lit Gaming)
- Carnegie Mellon University
- UNCG
- semester-long class taught through video game: ECON (award-winning)
- 2000 developed info lit tutorial; wanted to redesign in 2006
- distance ed librarian was reading about gaming and approached Amy
- started with first-year instruction (freshman courses)
- wanted something easily adaptable by anyone (other libraries)
- wrote out instruction objectives
The Game
- like an online board game
- 1 - 4 players
- object of the game is to answer one question correctly in each category (twice)
- one-player mode: playing against time
- characters are from a Canadian TV show; released through Creative Commons license
- four types of questions:
- choose your resource (book, website, magazine, scholarly journal)
- searching and using databases (search connectors, keywords, etc.)
- cite your sources (using APA or MLA style, what plaigurism is)
- library wildcard (classification system, where something is located)
- also:
- website evaluation question
- ADA compliant
- keep stats on games played; majority played by one player
- did a lot of play-testing