calc keynote 2008

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Videogames at the Library?! Using Games as Learning Tools Alice J. Robison, PhD Massachusetts Institute of Technology alicerobison.org [email protected] 1 Tuesday, May 27, 2008

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Keynote address to the Colorado Academic Libraries Consortium, May 2008.

TRANSCRIPT

Page 1: CALC Keynote 2008

Videogames at the Library?!Using Games as Learning Tools

Alice J. Robison, PhDMassachusetts Institute of Technology

[email protected]

1Tuesday, May 27, 2008

Page 2: CALC Keynote 2008

How many of you are gamers?

photo of Eli Neiburger via Jenny Levine

2Tuesday, May 27, 2008

Page 3: CALC Keynote 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

Page 4: CALC Keynote 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

Page 5: CALC Keynote 2008

Where do Gamers Play?

• Home

• Hospitals

• School

• Online

• Offline

• Libraries!

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Page 6: CALC Keynote 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

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Page 7: CALC Keynote 2008

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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

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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

Page 10: CALC Keynote 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

Page 11: CALC Keynote 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

Page 12: CALC Keynote 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

Page 13: CALC Keynote 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

Page 14: CALC Keynote 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

Page 15: CALC Keynote 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

Page 16: CALC Keynote 2008

information literacy-> gaming literacy

identity play

affiliations

affinity spaces

collaborative problem-solving

circulating information & data

surfing with others

16Tuesday, May 27, 2008

Page 17: CALC Keynote 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

Page 18: CALC Keynote 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)

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Page 19: CALC Keynote 2008

newest gamer cultures

negatendo.nethttp://apps.facebook.com/friendwheel

19Tuesday, May 27, 2008

Page 20: CALC Keynote 2008

online social networks

xkcd.com

20Tuesday, May 27, 2008

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alternate reality games

21Tuesday, May 27, 2008

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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

Page 23: CALC Keynote 2008

Diner Dash, gamelab.com/game/diner_dash

23Tuesday, May 27, 2008

Page 24: CALC Keynote 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

Page 25: CALC Keynote 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

Page 26: CALC Keynote 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

Page 27: CALC Keynote 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

Page 28: CALC Keynote 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

Page 29: CALC Keynote 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

Page 30: CALC Keynote 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

Page 31: CALC Keynote 2008

Videogames at the Library?!Using Games as Learning Tools

Alice J. Robison, PhDMassachusetts Institute of Technology

[email protected]

31Tuesday, May 27, 2008