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

 

http://del.icio.us/gamingforIL

  • (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


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