beyond bait: video games and literacy

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Maggie Hommel University of Illinois at Urbana- Champaign Beyond Bait: Video Games and Literacy

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Presented at the On the Front Lines Conference, Springfield, IL March 16, 2010

TRANSCRIPT

Page 1: Beyond Bait: Video Games and Literacy

Maggie HommelUniversity of Illinois at Urbana-Champaign

Beyond Bait: Video Games and Literacy

Page 2: Beyond Bait: Video Games and Literacy

This will not be about:

Page 4: Beyond Bait: Video Games and Literacy

Why Librarians Should Care…

97% of U.S. teens 12-17 play video games

Source: Pew Research, “Teens, Video Games and Civics” 2008

Page 5: Beyond Bait: Video Games and Literacy

Why Librarians Should Care…

87% of 8-18 year-olds have a game console in their home

8-10 year old boys are the biggest gamers- 73% play on any given day

Page 6: Beyond Bait: Video Games and Literacy

Why Librarians Should Care…

PEW Research Center, “Adults and Video Games”

Page 8: Beyond Bait: Video Games and Literacy

Why Librarians Should Care

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Why Librarians Should Care…

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Video Games = Bait?

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Or something more…

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Not All Games Are Alike…

Complex Games

Simple or Mini-Games

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Defining Literacy

Read & Write (functional)

Comprehension

Discuss / Write About

Flow

Critique /Analyze

Video games can enhance at each level

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Defining Literacy

Multimodal

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Defining Literacy

Social

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Defining Literacy

Situated

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Defining Literacy

Technical

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Video Games and Literacy

Content vs.

Critical Learning

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2 x 2 x 2 x 2 x 2 x 2 x 2 x 2

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Video Games and Literacy

Semiotic Domains in video games▪ Text is essentially a set of symbols that readers

decode▪ All symbols are embedded in specific “domains”▪ Imagine reading a rule book about basketball

without ever seeing, playing, or hearing about a game

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Video Games and Literacy

Video games teach how to learn, navigate, and interpret semiotic domains

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Video Games and Literacy

Intertextuality

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Video Games and Literacy

Transfer

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Video Games and Literacy

Are Video Games Narrative?

Yes: embedded stories No: stories peripheral

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Video Games and Literacy

Source: Johnson, Steven. Everything Bad is Good For You (2005)

Books vs. Video Games

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Video Games and Literacy

Embodied Experience

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Video Games and Literacy

AASL 21st Standards for the 21st Century Learner

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Video Games and Literacy

Interpreting Analyzing

Critiquing Synthesizing

Arguing Relate to own life

Attend to detail

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Real Game Examples

Myst (rated Everyone) http://

www.youtube.com/watch?v=J8npW85PW0s

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Real Game Examples

Uncharted 2: Among Thieves (Teen) http://

www.youtube.com/watch?v=69EBDlnDw2k

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Library Applications

Wofford College Shared Worlds http://sharedworlds.wofford.edu

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Library Applications

Fan Fiction @ Englewood Public Library (CO) http://eplcoolcafe.wordpress.com/tag/fan-fictio

n/

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Library Applications

Free Web 2.0 Tools http://www.digitalstoryteller.org/ http://www.voki.com/

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Library Applications

Clubs and Discussion Groups http://www.etc.cmu.edu/etcpress/node/2

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Questions?

Maggie [email protected]