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Games in Libraries. Laura Kaspari Hohmann Information Resource Officer US Embassy Rome. A profile of today’s kids & their gaming habits* *The Pew Internet & American Life project survey on Teens, Video Games and Civics - 2008. 97% of teens play games (computer, web, portable, or console)
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Games in Libraries Laura Kaspari Hohmann Information Resource Officer US Embassy Rome
A profile of today’s kids & their gaming habits* *The Pew Internet & American Life project survey on Teens, Video Games and Civics - 2008
97% of teens play games(computer, web, portable, or console) • 50% played a game yesterday • 48% use a cell phone or handheld device to play games
80% of teens play 5 or more different game genres • Girls play an average of 6 different genres • Boys play an average of 8 different genres
“Social game play is thought to offer the possibility for youth to have collaborative and interactive experiences, experiences that potentially parallel may real-world political and civic activities.”
“The last decade was about the social Web. This next decade is the decade of games.” --Seth Priebatsch, founder of SCVNGR
Consider…. • We spend 3 billion hours a week as a planet playing games • There are 183 million active gamers in the USA. • There are 100 million active gamers in Europe • 5 million Americans spend 40 hours a week or more playing games.
Think games are just for kids? The average young person will spend 10,000 hours playing games by the time they’re 21 – as many hours as they’ll spend in the class room.
40 % of all gamers are women • 1 out of 4 gamers is over the age of 50 • The average game player is 35 years old and has been playing for 12 years. • Most gamers expect to continue playing games for the rest of their lives.
Why use games in libraries? • To bridge generational differences • To teach literacy skills • To encourage active engagement • Help gamers feel connected to the library
“It’s inevitable: soon we will all be gamers.” – Rob Fahey, 2008
Games in the Library Games in the Library
games are fun & highly interactive • games are cognitively engaging • games motivating & challenging
games are a welcome break from traditional library instruction (or classroom) activities • games help students to make and sustain the effort of learning • games enhance problem solving skills
Gaming teaches: -information literacy skills-reading-keyboarding-social skills-eye hand coordination-multitasking skills
Gaming teaches 21st Century Literacies: • Visual Literacy • Media Literacy • Programming Literacy • Science Literacy • Technology Literacy
AASL Standards for the 21st Century Learner
AASL Standards for the 21st Century Learner Applying the standards to board games
AASL Standard 1 AASL Standard 1 Inquire, think critically, and gain knowledge.
AASL Standard 2 • Draw conclusions, make informed decisions, apply knowledge to new situations, and create new knowledge.
AASL Standard 3 • Share knowledge and participate ethically and productively as members of our democratic society.
Guidelines for Developing a Games Collection • Select games that are authentic and fun • Factor in time it takes to play the game • Consider return on investment
For School Libraries • Align games with state/provincial/national curriculum standards • Describe games as instructional tools that can be used to boost student achievement
Association of College & Research LibrariesInformation Literacy Standards Applied to Games Case Study: World of Warcraft
WoW & ACRL Information Literacy Standards • ACRL Standard 1: Determines the nature and extent of the information needed • WoW: Player has a goal, but needs to figure out how to get there and get to the next level.
WoW & ACRL Information Literacy Standards • Standard 2:Accesses needed information effectively and efficiently • WoW: Players must figure out where the necessary tools are. If they don’t get them, they run out of energy or supplies.
WoW & ACRL Information Literacy Standards • Standard 3:Evaluates information and its sources critically and incorporates selected information into his or her knowledge base and value system • WoW: If you don’t evaluate a source’s validity, you may die or be slowed down in your quest.
WoW & ACRL Information Literacy Standards • Standard 4:Uses information effectively to accomplish a specific purpose (individually or as a part of a group) • WoW: Teams of people play together and must work together to figure out their goals and how to best reach them.
WoW & ACRL Information Literacy Standards • Standard 5: understands many of the economic, legal, and social issues surrounding the use of information and accesses and uses information ethically and legally • WoW?
Why Game Design? • Constructivism: Learners create their own knowledge • Constructionism: New ideas developed when an external artifact is created and shared • Benefit: Long-term retention
Why in Libraries? • All the benefits of playing games • Bring in people, engage them with each other and library resources/staff • Artifacts of Creativity • Motivation to learn and explore • Diverse groups engaging deeply • Literacy (digital, traditional, gaming)
Resources • American Library Association’s Games & Gaming Resourceshttp://gaming.ala.org/resources/index.php?title=Main_Page • The Librarian's Guide to Gaming: An Online Toolkit for Building Gaming at your library http://www.librarygamingtoolkit.org/
Additional Resources • American Association of School Librarians Standards for the 21st Century Learnershttp://www.ala.org/ala/mgrps/divs/aasl/guidelinesandstandards/learningstandards/standards.cfm • ACRL Information Literacy Competency Standards for Higher Educationhttp://www.ala.org/ala/mgrps/divs/acrl/standards/informationliteracycompetency.cfm
Resources for Board Games • Games for Educators http://www.g4ed.com/ • Board Game Geekhttp://www.boardgamegeek.com/
Questions? Thank you for coming today!hohmannlk@state.gov