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+Gaming: Harnessing
the Power of the Wii
Kelly Czarnecki, LibrarianCharlotte, North CarolinaContact: [email protected]
+My background
+
Gaming and Libraries:The Literacy and Asset Building Connection
+Why Gaming and Libraries?
Popular for more than 30 years
Increases socialization
Implements literacy
Helps build developmental assets
+Video Games + Media Literacies
constantly developing new strategies
predicting possible outcomes
managing multiple resources
reading and deciphering maps
tracking complex statistics
adapting to increasingly difficult levels within the game
-American Library Association
+Written Word Literacy examples
Instructions/walkthroughs/guides:
LEGO® Star Wars LEGO® Harry Potter
+Written Word Literacy examples
Forums and web sites
Mario Kart Forums Boards Pikmin 2
+Written Word Literacy examples
Maps and signs
Zelda Monster Hunter Tri
+Board Games and AASL Standards for the 21st Century Learner
AASL = American Association of School Librarians
Standard 1: Inquire, think critically and gain knowledge
Standard 2: Draw conclusions, make informed decisions, apply knowledge to new situations, and create new knowledge
Standard 3: Share knowledge and participate ethically and productively as members of our democratic society
Standard 4: Pursue personal and aesthetic growth
+Games Meet Developmental Needs
Developmental needs are assets that help young people become positive caring adults:
Other adult relationships Community values youth Positive peer influence Youth programs Reading for pleasure Interpersonal competence Cultural competence Peaceful conflict resolution Self-esteem
Search Institute: www.search-institute.org
+
Landscape of Gaming:in United States Libraries
+Library Gaming Census Report
40% circulate games
56, 767 users participated in 6,777 programs
average attendance-30 people (55 in academic libraries)
board/card games-35%
console gaming-64%
popular Wii titles: Wii Sports, Mario Kart series, and Super Smash Brothers Brawl (SSBB)
Gaming Programs: educational in nature-8%
tournaments-35% tied into summer reading-30%
49% recreational open-play
www.gamesinlibraries.org
+Library Gaming Census Report cont’d:
Common Outcomes
Improved reputation of the library
Returned to the library at another time for non-gaming services
Attended gaming program and used other services while there
Improved social connections w/friends
Improved social connections w/ those previously unknown
Additional publicity
+Future and Current Status of Gaming
Gamification, Pew Internet and American Life, 2012
Game-Based Learning, Horizon Report, 2012
Video Game Courses and Degree Programs, Entertainment Sofware Association, ESA, 2012
+You’ve got board games and a Wii, now what?Programming!
+Creating a Gaming Experience
Presentation
Facilitation
Interaction
Nicholson, S. (2009). Creating a Gaming experience in Libraries. Digitale Bibliotheek 1(5), 11.
+International Games Day
One day event to reconnect communities through their libraries
Modern board games
Video games
Card games
Role playing games
Video game tournaments-Super Smash Brothers Brawl and Mario Kart
www.ilovelibraries.org/gaming
+Competitions and Tournaments
Qualifying Rounds registration/signup
Test everything! have charged batteries available prepare for higher noise level
GT System wiki http://wiki.gtsystem.org/
Wall of champion winner(s)
Prizes and snacks
+Family Gaming Nights
Variety of games format (movement, trivia,
word, etc.) span range of ages
Wii Sports Scrabble Crossword Trivial Pursuit Blurt! Pictureka!
Staff/Volunteers available
Variety of activities
+Seniors/Outreach
Daycare Centers
Senior Centers
Hospitals
Jails/Dentention Centers
After School Orgs
Schools
+Game Play Online
Play other libraries simultaneously
Stream game play/chat
Additional equipment needed: Internet connection
(wired or wireless) If wired: USB LAN Adapter
+Gaming and Summer Reading
As a program related to theme
Gaming elements as part of summer reading
Game related prizes
Keep books by gaming area
Booktalk game related titles
+After School Club
Based around one game or various
Could be a reward for good grades
Get input from participants
Can your library space accommodate regular gaming
Determine type of experience
Other activities?
+Design a Mii Famous person
author, actor, singer, etc.
Book/movie character
Give out prizes to winner with closest likeness
Share creations on library web site orother social networkingsites
Great for older teens/tweens w/younger kids
+
Best PracticesExamples of Libraries and Gaming Programs
+Game Library: Genesee Valley in New York
+YOUmedia
Chicago Public Library
Hanging Out, Messing Around, and Geeking Out
+Ann Arbor District Library
+New York Public Library
+
Trace EffectsLearning English through Gaming
+Trace Effects
traceeffects.state.gov
+Trace Effects: Stats
+Trace Effects: Inventory
+Trace Effects: Dialogue History
+Trace Effects: Notes
+Trace Effects: Help
+Trace Effects: Language Practice
+Trace Effects: Comics
+Trace Effects: Helpful Links
+Gaming Resources for Further Reading
Game On! Gaming at the Library (Neal-Schuman Publishers) by Beth Gallaway, 2009
Everyone Plays at the Library: Creating Great Gaming Experiences for All Ages (Information Today) by Scott Nicholson, 2010
Libraries Got Game: Aligned Learning Through Modern Board Games (American Library Association) by Brian Mayer and Christopher Harris, 2009
A Board Game Education (R&L Education) by Jeffrey P. Hinebaugh, 2009