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Quality Counts: Developing a Game for Information Literacy Instruction. Maura A. Smale Assistant Professor, Information Literacy Librarian NYC College of Technology, CUNY New England Library Instruction Group Annual Program June 4, 2010. Games: the original educational technology.
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Quality Counts:Developing a Game for Information Literacy Instruction Maura A. Smale Assistant Professor, Information Literacy Librarian NYC College of Technology, CUNY New England Library Instruction Group Annual Program June 4, 2010
the important question is not can games be used to support learning, but how
Mission Statement The CUNY Games Network connects educators from every campus and discipline at CUNY who are interested in games, simulations, and other forms of interactive teaching. Our long-term goals are to facilitate the pedagogical uses of both digital and non-digital games in order to improve student success, and encourage further research and scholarship in the developing field of games-based learning. http://cunygames.wordpress.com/
Barriers to using games in education • Time • for instructors to learn • for students to learn • Access • to games (video, board, etc.) • to hardware • Cost of materials • Student interest • Support • pedagogical • technological (if needed) (deFreitas 2006)
ACRL Information Literacy Standard Three The information literate student evaluates information and its sources critically and incorporates selected information into his or her knowledge base and value system.
Learning Objectives After playing the Quality Counts game, students will: Understand the importance of critically evaluating information used in their coursework. Identify appropriate criteria for evaluating information sources such as accuracy, expertise, currency, objectivity, and relevance. Evaluate information sources using appropriate criteria. Recognize that reference librarians can provide assistance with evaluating information and other research questions.
Equipment Whiteboard and markers Computer classroom with internet access (Index cards) Small candies, stickers or other prizes
Gameplay(75 min session) Introduction: 15 minutes present rules, select criteria Student research: 15 minutes Report back: 40 minutes Wrap-up: 5 minutes distribute prizes
Gameplay • I will divide you into groups • Groups will search for information • 1 member of your group will report back to the class
Rules • Search for information on the internet • Find 2 sources on the research topic • Sources must meet quality criteria • 1 point for each criteria met successfully • Write web addresses on index cards • Group with the most points WINS!
English Comp Class 1 Research Topic: Location-aware devices • http://www8.garmin.com/aboutGPS/ • http://msdn.microsoft.com/en-us/library/ dd938890.aspx • http://autos.aol.com/article/vehicle-tracking-device/ • A survey on sensor localization by Wang, Jing; Ghosh, R.; Das, Sajal. Journal of Control Theory and Applications, February 2010, Vol. 8 Issue: Number 1 p2-11 (via EBSCO)
English Comp Class 2 Research Topic: Brooklyn History • http://www.brooklynhistory.org • http://www.census.gov • http://www.thirteen.org/brooklyn/history • A History of the City of Brooklyn, c. 1867 (via Google Books) • CUNY+ library catalog
Did you enjoy playing the evaluating sources game in class earlier this semester? Why or why not? n = 25
Do you feel that you gained in skill in evaluating websites and other internet information sources after playing the game in class? Why or why not? n = 25
Which do you prefer: to learn about course material in a traditional lesson in which the instructor demonstrates and explains to the class, or to learn the material by playing a game like this one? Why? n = 25
References Clyde, J., and Thomas, C. (2008). Building an information literacy first-person shooter. Reference Services Review, 36, 366-380. Crawford, C. (1982). The art of computer game design. Retrieved from http://www.vancouver.wsu.edu/fac/peabody/game-book/Coverpage.html deFrietas, S. (2006). Learning in immersive worlds: A review of game-based learning. Retrieved from http://www.jisc.ac.uk/media/documents/programmes/elearninginnovation/gamingreport_v3.pdf Leach, G.J., and Sugarman, T.S. (2006). Play to win! Using games in library instruction to enhance student learning. Research Strategies, 20, 191-203. Markey, K., Swanson, F., Jenkins., A., Jennings, B.J., St. Jean, B., Rosenberg, V., Yao, X., and R.L. Frost. (2008). Designing and testing a web-based board game for teaching information literacy skills and concepts. Library Hi Tech, 26, 663-681. Squire, K.D. (2005). Changing the game: What happens when videogames enter the classroom?Innovate, 1(6). VanLeer, L. (2006). Interactive gaming vs. library tutorials for information literacy: A resource guide. Indiana Libraries, 25(4), 52-55. Waelchli, P. (2008). Leveling up: Increasing information literacy through videogame strategies. In A. Harris and S.E. Rice (Eds.), Gaming in academic libraries (pp. 212-228). Chicago: Association of College & Research Libraries. Walker, B.E. (2008). This is jeopardy! An exciting approach to learning in library instruction. Reference Services Review, 36, 381-388.