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The Power of Play: Using Games in the Library 2010 ISLMA Conference October 29, 2010 Maggie Hommel Corrie Ball

Power of Play : Games in the Library ISLMA 2010

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Page 1: Power of Play : Games in the Library ISLMA 2010

The Power of Play: Using Games in the Library

2010 ISLMA ConferenceOctober 29, 2010

Maggie Hommel Corrie Ball

Page 2: Power of Play : Games in the Library ISLMA 2010

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

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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

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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?

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Maggie Hommel: Games Research

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Games in Schools

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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

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Taking Play Seriously

Play = central part of neurological growth and development

Problem solving

Adapting to an ever- changing environment

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Fun Motivation (Winning & Losing) Challenge Context Structure Rules

What is a Game?

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AASL 21st Century Learners

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Aligning Games to Standards

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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

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◦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

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Taught ESL in rural Japan (2 yr) ◦ Worked in public ES and JHS◦ No technology in the classroom◦ Low motivation to learn English◦ Limited prep time◦ 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

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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…

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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

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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

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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

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Typhoon Charts

1 23 45 67 89 10

1

1002

3

4004

2005

3006

1007 8

4009

20010

300

Normal Chart

Super Secret Chart

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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

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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

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http://k12librarygames.wikispaces.com/

K-12 Library Games Wiki