Games in Libraries Laura Kaspari Hohmann Information Resource Officer US Embassy Rome A profile of today’s kids & their gaming habits* *The Pew Internet & American Life project survey on Teens, Video Games and Civics - 2008 • 97% of teens play games (computer, web, portable, or console) • 50% played a game yesterday • 48% use a cell phone or handheld device to play games • 80% of teens play 5 or more different game genres • Girls play an average of 6 different genres • Boys play an average of 8 different genres “Social game play is thought to offer the possibility for youth to have collaborative and interactive experiences, experiences that potentially parallel may real-world political and civic activities.” “The last decade was about the social Web. This next decade is the decade of games.” --Seth Priebatsch, founder of SCVNGR Consider…. • We spend 3 billion hours a week as a planet playing games • There are 183 million active gamers in the USA. • There are 100 million active gamers in Europe • 5 million Americans spend 40 hours a week or more playing games. Think games for kids? The average young personare willjust spend 10,000 hours playing games by the time they’re 21 – as many hours as they’ll spend in the class room. Think games are just for kids? • 40 % of all gamers are women • 1 out of 4 gamers is over the age of 50 • The average game player is 35 years old and has been playing for 12 years. • Most gamers expect to continue playing games for the rest of their lives. Why use games in libraries? • To bridge generational differences • To teach literacy skills • To encourage active engagement • Help gamers feel connected to the library “It’s inevitable: soon we will all be gamers. – Rob Fahey, 2008 Games Library Games in in the the Library The Connection Between Gaming and Literacy Why use games to teach information literacy skills? • games are fun & highly interactive • games are cognitively engaging • games motivating & challenging • games are a welcome break from traditional library instruction (or classroom) activities • games help students to make and sustain the effort of learning • games enhance problem solving skills Gaming teaches: -information literacy skills -reading -keyboarding -social skills -eye hand coordination -multitasking skills Gaming teaches 21st Century Literacies: -Visual Literacy -Media Literacy -Programming Literacy -Science Literacy -Technology Literacy Information Literacy Standards Applied to Board Games AASL Standards for the 21st Century Learner QuickTime™ and a decompressor are needed to see this pi cture. AASL Standards for the 21st Century Learner Applying the standards to board games AASL Standard 1 AASL Standard 1 Inquire, think critically, and gain knowledge. AASL Standard 2 • Draw conclusions, make informed decisions, apply knowledge to new situations, and create new knowledge. AASL Standard 3 • Share knowledge and participate ethically and productively as members of our democratic society. AASL Standard 4 Pursue personal and aesthetic growth. Guidelines for Developing a Games Collection • Select games that are authentic and fun • Factor in time it takes to play the game • Consider return on investment For School Libraries • Align games with state/provincial/national curriculum standards • Describe games as instructional tools that can be used to boost student achievement Association of College & Research Libraries Information Literacy Standards Applied to Games Case Study: World of Warcraft WoW & ACRL Information Literacy Standards • ACRL Standard 1: Determines the nature and extent of the information needed • WoW: Player has a goal, but needs to figure out how to get there and get to the next level. WoW & ACRL Information Literacy Standards • Standard 2: Accesses needed information effectively and efficiently • WoW: Players must figure out where the necessary tools are. If they don’t get them, they run out of energy or supplies. WoW & ACRL Information Literacy Standards • Standard 3: Evaluates information and its sources critically and incorporates selected information into his or her knowledge base and value system • WoW: If you don’t evaluate a source’s validity, you may die or be slowed down in your quest. WoW & ACRL Information Literacy Standards • Standard 4: Uses information effectively to accomplish a specific purpose (individually or as a part of a group) • WoW: Teams of people play together and must work together to figure out their goals and how to best reach them. WoW & ACRL Information Literacy Standards • Standard 5: understands many of the economic, legal, and social issues surrounding the use of information and accesses and uses information ethically and legally • WoW? Game Creation/Game Design workshops in libraries Why Game Design? • Constructivism: Learners create their own knowledge • Constructionism: New ideas developed when an external artifact is created and shared • Benefit: Long-term retention Why in Libraries? • All the benefits of playing games – Bring in people, engage them with each other and library resources/staff • • • • Artifacts of Creativity Motivation to learn and explore Diverse groups engaging deeply Literacy (digital, traditional, gaming) Resources • American Library Association’s Games & Gaming Resources http://gaming.ala.org/resources/index.php?titl e=Main_Page • The Librarian's Guide to Gaming: An Online Toolkit for Building Gaming at your library http://www.librarygamingtoolkit.org/ Additional Resources • American Association of School Librarians Standards for the 21st Century Learners http://www.ala.org/ala/mgrps/divs/aasl/guid elinesandstandards/learningstandards/sta ndards.cfm • ACRL Information Literacy Competency Standards for Higher Education http://www.ala.org/ala/mgrps/divs/acrl/stan dards/informationliteracycompetency.cfm Resources for Board Games • Games for Educators http://www.g4ed.com/ • Board Game Geek http://www.boardgamegeek.com/ Questions? Thank you for coming today! hohmannlk@state.gov