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Remixing Your LMC for Digital Youth. A 21st Century Teaching Workshop Conducted by Bill Derry and David Bilmes Connecticut Association of School Librarians Jan. 31, 2009. Part II Led by David Bilmes. Gaming in the LMC (based upon information presented by Scott Traylor
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Remixing Your LMC for Digital Youth • A 21st Century Teaching Workshop • Conducted by Bill Derry and David Bilmes • Connecticut Association of School Librarians • Jan. 31, 2009
Part IILed by David Bilmes • Gaming in the LMC (based upon information presented by Scott Traylor • Reference Books in the Digital Age • Other timely topics
Let’s play a game! • “Game playing is universal, with almost all teens playing games and at least half playing games on a given day. Game playing experiences are diverse, with the most popular games falling into the racing, puzzle, sports, action and adventure categories. • Game playing is also social, with most teens playing games with others at least some of the time and can incorporate many aspects of civic and political life. “ • Pew Internet & American Life Project • Teens, Video Games and Civics, Sept. 16, 2008
More from the Pew Report • 97 percent of young respondents (ages 12-18) play video games • Half said they had played a video game within the previous day • Average age of video game player is 35; 5 years ago average age was 29 • 60% game players men; 40% women
How can we bring games into our LMCs and classrooms? • Cost? • Educational value?
Games to check out • Spore ($) • Little Big Planet ($) • Animal Crossing ($) • Portal (free flash version online)
“Anyone who tries to make a distinction between education and entertainment doesn't know the first thing about either.” -- Marshall McLuhan
A new movement • Serious Games Initiative
Examples of Serious Games • Re-mission (free) • Ayiti (free) • Diner Dash (free online version) • Budget Hero (free) • Whyville (free online version)
User-generated content • Scratch (free) • ItzaBitza: A magical drawing game for early readers ($20) • Kerpoof: Art-generated tool to make movies and pictures (free when used by educators in school) • StarLogo (free)
Portable Durable Familiar Collectible Inexpensive Shareable Collectible Limited format Environmentally unsound Takes 9 trees to publish a single book Returns add to costs Pros/cons of print
Can be any length Multimedia Interactive Take up little space Easily updated Relies on electricity Sometimes hard to navigate Expensive Unclear business model Pros/cons of digital books
Survey your teens Involve them in any online effort Join a social network Use texting and IM as part of outreach Be their guide Support efforts to unblock social media Talk about ethics, inappropriate use Encourage active reputation management Teach teens marketing literacy Identify trailblazers in field 10 tips to become a totally wired teacher-librarian Anastasia Goodman