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Illinois School Library Media Association Conference 2010.
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The Power of Play: Using Games in the Library
2010 ISLMA ConferenceOctober 29, 2010
Maggie Hommel Corrie Ball
Warm-up Game: Round Robin
Why use games in the library?
◦ Research supporting games in education
How do games meet AASL learning standards?
How do games help teach to different learning styles?
What are some easy games to use in the school library?
Where can I find out about more good games?
Presentation Outline
Description: Question and answer game that involves the whole class.
Goal: Review material. Practice listening skills.
Materials: ◦ Cards with Questions and Answers written. ◦ Master list of Q & A in order (mark where they start).
Hint: You can have students write the questions and hand them in to you as an exit survey. Then you type them up and use them as a review game during your next class.
Round Robin
Round Robin: Example Cards
First Card Second Card
A. Eric Carle
Q. Who wrote Green Eggs and Ham?
A. Dr. Seuss
Q. Who wrote Goodnight Moon?
Maggie Hommel: Games Research
Games in Schools
Taking Play Seriously New York Times
Magazine 2/18/08
“Play is as fundamental as any other aspect of life, including sleep and dreams.’’ – Stuart Brown
Taking Play Seriously
Play = central part of neurological growth and development
Problem solving
Adapting to an ever- changing environment
Fun Motivation (Winning & Losing) Challenge Context Structure Rules
What is a Game?
AASL 21st Century Learners
Aligning Games to Standards
1.1.1 Follow an inquiry-based process in seeking knowledge in curricular subjects, and make the real-world connection for using this process in own life.
2.1.5 Collaborate with others to exchange ideas, develop new understandings, make decisions, and solve problems.
3.1.1 Conclude an inquiry-based research process by sharing new understandings and reflecting on the learning.
Aligning Games to Standards
◦Uncertainty◦Create and meet high expectations◦User-centered design◦Hands-on◦Adaptivity
Prensky, Marc. Don’t Bother Me Mom, I’m Learning! 2006Gee, James Paul. What Video Games Have to Teach
Us about Learning and Literacy.
Motivate Students the Gaming Way
Taught ESL in rural Japan (2 yr) ◦ Worked in public elementary and junior high schools ◦ No technology in the classroom◦ Low student motivation to learn English◦ Limited prep time◦ Students required lots of repetition and review◦ LOTS OF GAMES!!
Library Student teaching◦ Taught international games for culture club (HS)◦ Used games to help coach Battle of the Books (MS)
Corrie Ball: Classroom Games
Hands-on practice using 5 games requiring minimal prep and low technology.
Your bookmark lists the names of the games we will be playing (including our intro game)
Let the games begin…
Description: Slapping card game from Japan
Goal: learn vocabulary or memorize facts ◦ Ex/ Parts of book or computer, Title/author, book characters,
Dewey numbers, etc.
Materials needed:◦ Picture or vocab card sets, laminated if possible.
Variations:◦ Use large picture cards on the board/wall and fly-swatters. Play
using 2 teams in rows. ◦ If using front/back cards (ex/title & author), have them use two
sets and race to create the matching pairs.
Karuta
Description: telephone plus charades, Pictionary and/or spelling
Goal: Learn vocabulary using several learning styles (auditory, bodily-kinesthetic, visual, verbal)
Materials needed: ◦ Picture or vocabulary terms◦ Whiteboard space (or mini white boards) and dry-erase markers for each group◦ Optional: role cards for reminders (Ex/ draw, whisper, act, write)
Variations:Pictionary version: In rows, 1st student gets and shows picture card, 2nd whispers, 3rd whispers, 4th
draws, 5th labels the picture with correct spelling.
Charades version: 1st student chooses and shows a vocab term. 2nd whispers. 3rd charades. 4th whispers. 5th charades, 6th writes
Hints: ◦ Make sure students’ backs are turned or else they will see the charade and guess the term early.◦ If needed, put role cards (folding so they stand up) on desks so they remember what to do.◦ After each round, students switch desks and try a new role. Game ends when everyone is back
in their original seats.
Telephone Relay
Description: Review game from New Zealand
Goal: Review material ◦ Ex/ Info literacy questions, plot questions, internet safety, etc.
Materials needed: ◦ Questions to ask students (numbered)◦ Numbered game board (or just draw on board)◦ Super Secret chart (with numbers/typhoons)
Variations: ◦ Use with an Elmo or Smartboard◦ Make a ppt version of the game board--click to reveal the award! ◦ Have the “questions” be different tasks, like Cranium.
Ex/ Q&A, point at something, search activity, Pictionary, charades, taboo, etc.
Alternatives: Jeopardy, Categories, Tic-tac-toe, Cranium
Typhoon
Typhoon Charts
1 23 45 67 89 10
1
1002
3
4004
2005
3006
1007 8
4009
20010
300
Normal Chart
Super Secret Chart
Description: Guess who? 1st round: taboo, 2nd round: charades, 3rd round: one word
Goal: Reinforce understanding of terms/concepts by learning memory associations. ◦ Ex/use any topic that works with charades
Materials needed:◦ Slips of paper◦ Writing utensils◦ Container
Variations: Skip a round, substitute a different activity (ex/Pictionary) for a round
Alternatives: Taboo, charades, Guess Who
Celebrity
http://k12librarygames.wikispaces.com/
Link to Powerpoint presentation
Research and support for using games
Descriptions of games used
Links to online gaming resources
Please add your own links and games!
K-12 Library Games Wiki