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Explore how gaming can revolutionize information literacy education. Discover projects, benefits, challenges, and future directions in this dynamic field.
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Carnegie Mellon University Libraries Dan HoodInformation Literacy Fellow LOEX of the West 2008 Las Vegas, NV
"..don't use force in training the children in the subjects, but rather games.”Plato, The Republic (421 BCE)
Why Games Project Overview Play!
2 Distinct Uses • Public Libraries • Marketing • Academic Libraries • Teaching
Other Library Gaming Projects • UNC Greensboro • The Information Literacy Game • Arizona State • Quarantined • University of Calgary • Hardplay (Future)
Everyone’s a Gamer 33 Average Game Player Age is: 25% -- 50+ yrs. 44% -- 18-49 yrs. 31% -- under 18 yrs From Entertainment Software Assocation, 2007.
Why (not) Edu-gaming? • Cons • Integration • Traditional assessment is boring • Development tools • The "Lame Factor“ • Pros • Learning = Fun?! • No consequence for failure • Master skills in demand by today’s employers • Games offer attributes important for learning
Gaming & Culture • History • Progress • New Audiences
http://media.ds.ign.com/media/740/740437/img_3448533.html http://media.ds.ign.com/media/899/899492/img_4819084.html
The Grant • $50,000 • “to develop and promote engaging, web-based information literacy tutorials for students throughout Southwestern Pennsylvania and beyond” • Build on momentum from Eden Hall $168,000 grant • Stipulations • Must be an Outreach Component • Open Source/Customizable/Easily Modded
The Team • Librarians • Biomedical, Chemical, Materials Engineering • Software Engineering • Information Literacy • ETC Faculty Advisor • ETC Students • Computer Science • Electronics/Communication • Fine Art • Psychology • Journalism
ETC • Entertainment Technologies Center • Masters of Entertainment Technology, 2 year degree • Semester-long project • Team is design firm
Project Timeline March 2006 to Present [Phase 1] Decide to make games/team forms (March 2006 ~ August 2006) [Phase 2] Design and Production of Games (September 2006 ~ February 2007) [Phase 3] Testing and Marketing Begins (March 2007 ~ August 2007)
User Testing & Feedback • In Library and Student Union • Assessment • Survey Monkey
Problems • Library Centricity! • Working with an inexperienced team • META Problem – ACRL Standards • Bandwidth…have some on hand
Future Directions • Get more $$$ • Complete games 3 & 4 • Track players’ progress • Add storyline (wrapper) • Create a new team • Marketing plan
Recommendations • Overestimate budget • Overestimate time investment • Have a champion (project manager, leader) • If outsourcing, be strict with designers • Learn Flash?!
Planning Blog cmlibrarygaming.wordpress.com/ • Find references on gaming • See the survey results • Share your research on gaming Our Sites Library Arcade www.library.cmu.edu/Libraries/etc • Play the games • Learn about the developers • Take the survey
References • Game Player Data- Fact Sheet, Entertainment Software Association, http://www.theesa.com/facts/gamer_data.php (Accessed November 5, 2007). • UNC Greensboro, The Information Literacy Game (2004). • Arizona State, Quarantined (2005). • University of Calgary, Hardplay (2007). • Pong Screenshot, http://upload.wikimedia.org/wikipedia/en/f/f8/Pong.png , (2007). • Pokemon Trading Card image taken from Ebay sale reference, http://mollybol.50megs.com/Mollyweb/Book/Diary%20Pics/pokthur.JPG , (2007). • Big Brain Academy Screenshot, IGN.com, http://wiimedia.ign.com/wii/image/article/795/795126/big-brain-academy-wii-degree-20070608011557637.jpg , (Accessed 11/05/2007). • Flash Focus Screenshot, IGN.com, http://media.ds.ign.com/media/899/899492/img_4819084.html , (Accessed November 5, 2007). • Brain Age Screenshot, IGN.com, http://media.ds.ign.com/media/740/740437/img_3448533.html , (Accessed November 5, 2007). • All other images taken from their respective Wikipedia.com entries