calc keynote 2008
DESCRIPTION
Keynote address to the Colorado Academic Libraries Consortium, May 2008.TRANSCRIPT
Videogames at the Library?!Using Games as Learning Tools
Alice J. Robison, PhDMassachusetts Institute of Technology
1Tuesday, May 27, 2008
How many of you are gamers?
photo of Eli Neiburger via Jenny Levine
2Tuesday, May 27, 2008
Define “Gamer”
• 90 million gamers up to age 35
• 77 million baby boomers--retirees largest growing segment of gamers
• 2003 Pew Internet study of college student gamers--70% play once in a while, 65% play regularly
• Average gamer age is 31-33
the entertainment software association; pew internet & american life project
3Tuesday, May 27, 2008
Games are Changing
Music & RhythmMovement-Based (Wii)
Casual Games (Flash-based)Sports Games (best-sellers)
Strategy Games (chess?)Literature-themed (narratives)
4Tuesday, May 27, 2008
Where do Gamers Play?
• Home
• Hospitals
• School
• Online
• Offline
• Libraries!
5Tuesday, May 27, 2008
More than half of all American teens--and 57% of
teens who could use the internet--could be
considered media creators.
33% share what they create online with others
19% blog and 19% remix content they find online
22% have their own homepages
32% report they’ve experienced
“cyberbullying”
55% use online social networking regularly
85% use Facebook if available on their campus
55% protect their personal information online
6Tuesday, May 27, 2008
7Tuesday, May 27, 2008
This isn’t Just About Technology
technical stuff: we can now use cool stuff to do the same kinds of things we have previously known; a “physical-industrial” mindset--individualized, enclosed, product-centered, hierarchical
ethos stuff: co-existence of physical space and cyberspace; a “cyberspatial, post-industrial” mindset--collective, distributed, decentered, process-focused, change-based
Lankshear & Knobel, 2006; Jenkins, et. al, 2006
8Tuesday, May 27, 2008
Good Games Can Be Good for Learning
• Gamers see themselves as heroes on quests; series of ever-increasing puzzles and problems
• They work toward an end-goal, a quantifiable outcome (school-like)
• They are willing to experiment and keep trying, to fix things, take risks, failure is part of the objective
• They learn to see the world as a designed space, as a series of systems
• They are willing to seek expertise and ask for help--also willing to share expertise, tutor others
• Collaboration is crucial with both problem-solving and execution
• Thrive at fast decision-making and know how to prioritize
• Are good at multitasking and continuous partial attention
9Tuesday, May 27, 2008
What Do Gamers Learn?
• See themselves as heroes on a quest, identify with protagonists
• Experimental identities, strategies, solutions (guitar player, drummer)
• Low-risk testing of living in an immersive space, role-playing (a bee in a bee’s world)
flickr.com/photos/foreverdigital
10Tuesday, May 27, 2008
What Do Gamers Learn?
• Real-time, immediate assessment and visual feedback
• They work toward an end-goal, a quantifiable outcome (school-like)
• They are willing to experiment and keep trying, to fix things, take risks, failure is part of the objective flickr.com/photos/conexaogamer
11Tuesday, May 27, 2008
What Do Gamers Learn?
• They learn to see the world as a designed space, as a series of systems
• Can synthesize both macro- and micro-data in order for quick analysis
• Are good at multitasking and continuous partial attention
Phase by Harmonix Studios, Cambridge, Massachusetts
12Tuesday, May 27, 2008
What Do Gamers Learn?
• They are willing to seek expertise and ask for help--also willing to share expertise, tutor others (forums, boards)
• Collaboration is crucial with both problem-solving and execution (guilds)
• Thrive at fast decision-making and know how to prioritize in order to work collectively toward a goal.
13Tuesday, May 27, 2008
What Do Gamers Learn?
Collaborative gameplay as a designed objective:
• collective intelligence
• building networks of trust
• ad-hoc committees, cooperation
• synthesis of ideas
photo: josh bancroft via flickr.com
14Tuesday, May 27, 2008
Good Games Can Be Good for Learning
• Gamers see themselves as heroes on quests; series of ever-increasing puzzles and problems
• They work toward an end-goal, a quantifiable outcome (school-like)
• They are willing to experiment and keep trying, to fix things, take risks, failure is part of the objective
• They learn to see the world as a designed space, as a series of systems
• They are willing to seek expertise and ask for help--also willing to share expertise, tutor others
• Collaboration is crucial with both problem-solving and execution
• Thrive at fast decision-making and know how to prioritize
• Are good at multitasking and continuous partial attention
15Tuesday, May 27, 2008
information literacy-> gaming literacy
identity play
affiliations
affinity spaces
collaborative problem-solving
circulating information & data
surfing with others
16Tuesday, May 27, 2008
What do we mean by “literacies?”encoded texts that can be retrieved, worked
with, and made available independent of the physical presence of another person
(Lankshear & Knobel, 2006 - newliteracies.com)
17Tuesday, May 27, 2008
What do we mean by “new literacies?”blogging, fanfic writing, manga-producing,
meme-ing, photoshopping, podcasting, vodcasting, gaming, html-ing
(Lankshear & Knobel, 2006 - newliteracies.com)
18Tuesday, May 27, 2008
newest gamer cultures
negatendo.nethttp://apps.facebook.com/friendwheel
19Tuesday, May 27, 2008
online social networks
xkcd.com
20Tuesday, May 27, 2008
alternate reality games
21Tuesday, May 27, 2008
PMOG “adds an element of score-keeping, gentle competition, cooperation and self-reflection through scorekeeping and game dynamics added to web-browsing” (Justin Hall, 2007)
It opens our eyes to what the web really holds, to expand our grasp of meaning-making experiences with the web
passive gaming
pmog.com
22Tuesday, May 27, 2008
Diner Dash, gamelab.com/game/diner_dash
23Tuesday, May 27, 2008
“Gamers...in the Library?” --Eli Neiburger
“WHY?! For the love of dear old Melville Dewey, why would we take our hallowed houses of learning and sully them with these vile, prurient, mind-rotting entertainments? Well, it’s a fair question, so long as you remember that they were saying exactly the same thing about Pride and Prejudice not that long ago. Minus the Dewey part, of course.”
24Tuesday, May 27, 2008
“Gamers...in the Library?” --Eli Neiburger
“We’ve also learned that content is not just about text, and that media doesn’t have to be socially redeeming, or even any good, for our patrons to want to consume it....
...If we were supposed to restrict ourselves to offering materials with purely redeeming social qualities and educational value, we’d have to throw out half the collection.”
25Tuesday, May 27, 2008
Gaming Literacy Ethos• Kodak Picture Gallery -->
Flickr• Britannica Online -->
Wikipedia• personal websites -->
blogging• evite -->upcoming.org• publishing-->
participation • content management
systems --> wikis• directories (taxonomy)-->
tagging ("folksonomy")
• stickiness--> syndication• demographics--> identity
play• developer-written-->
players co-writing• individual competencies
--> collaborative questing• value dependent on
scarcity of products--> value dependent on behavior choices
• surfing alone--> surfing with others
26Tuesday, May 27, 2008
What Does it Mean if...
• Gaming is the new golf?• You’re not making connections in WoW, etc., or you
have no reference for it?• You don’t know how to visualize data, problem-
solve with others, know how to think with systems• You don’t know how to interact online and socialize
in games, virtual worlds, or interactive sites?• You don’t know how to present yourself online?
27Tuesday, May 27, 2008
Adopt the Ethos of Gaming Literacies
Use design principles of good games• Low-risk opportunities for failure• Encourage design-system thinking• Reappropriate, circulate, visualize data• Legitimate peripheral participation• Don’t erase judgment, ethical decision-making• Problem-based learning• Information literacy• Go outside the game: transmedia, fan cultures• Identity play• Affinity spaces
PLAY GAMES--failure is part of the game, remember?
28Tuesday, May 27, 2008
References, Further Reading
• “Meet the Gamers” -- Squire & Steinkuehler, Libraryjournal.com, 2005
• Gaming and Libraries: Intersection of Services-- Jenny Levine, ALA (theshiftedlibrarian.com)
• Henry Jenkins’ ALA Keynote (TechSource, Gaming, Learning, and Libraries Symposium), 2007
• What Video Games Have to Teach Us about Learning and Literacy-- James Paul Gee (2003)
• Got Game: How the Gamer Generation is Reshaping Business Forever-- Beck & Wade (2005)
• How Computer Games Help Children Learn-- David Williamson Shaffer (2006)
29Tuesday, May 27, 2008
References, Further Reading
• http://del.icio.us/ajrobison/calc08• Bibliographic Gaming-- bibliogaming.blogspot.com• Game On: Games in Libraries--
libgaming.blogspot.com• Pop Goes the Library--popgoesthelibrary.com• http://www.eye4youalliance.youthtech.info/• Global Kids Digital Media Initiative (NYC)--
holymeatballs.org• Project New Media Literacies (MIT): projectnml.org• Goodplay Project (Harvard): goodworkproject.org/
research/digital.htm
30Tuesday, May 27, 2008
Videogames at the Library?!Using Games as Learning Tools
Alice J. Robison, PhDMassachusetts Institute of Technology
31Tuesday, May 27, 2008