video games can aide in teaching information literacy
TRANSCRIPT
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To: Julie Schell-‐Principal Lincoln Elementary From: Kelly Knudsen-‐Library Media Specialist Lincoln Elementary December 12, 2013 Re: Ways video games can aide in information literacy learning and teaching Dear Principal Schell, Greetings from your elementary Library Media Specialist! As you know, many of
our students play computer or video games in their free time and are a part of
various online communities associated with gaming. For the most part, public
opinion of gaming is somewhat negative and many educators feel that video games
do not offer a valuable learning experience. But in our “modern, high-‐tech, science-‐
driven, global economy,” games are considered powerful learning tools and guides
for educators, serving to engage students, offering them experiences in problem
solving, creating community, while giving them the opportunity to learn by doing.
Of course not all video games are considered powerful learning tools, but the
good ones “challenge and support players to approach, explore and overcome
increasingly complex problems and thereby learn better how to tackle those
problems in similar contexts in the future” (Sandford and Williamson 3). It is
through video games that we can offer our students an opportunity to evaluate
situations, set goals, make mistakes, and learn from them all in a non-‐threatening,
virtual landscape. At the same time we are giving them a plethora of opportunities
to cultivate their information literacy skills, preparing them for school and work in
the 21st Century.
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During the gaming experience, problem solving is essential to finding success in
all of the genres of gaming including shooter (example: Call of Duty), action-‐
adventure (example: Tomb-‐Raider) and role-‐playing games (example: The Elder
Scrolls), the three most common types of games that most young people play.
According to a “Games and Learning” handbook published by Futurelab in 2005,
“games offer the capacity for players to try out alternative courses of action in
specific contexts and then experience consequence—in other words to understand
how manipulating systems causes particular effects”(Sandford and Williamson 3).
Through gaming experiences, students can become “agents in their own
learning.” This empowers them as thinkers and learners, teaching them what is
valuable for each situation while motivating them to want to make the best decision
in order to be successful within the game. These games are referred to as epistemic
games, which are “about knowledge, applying knowledge, and sharing knowledge”
(Shaffer and Gee 15).
Within information literacy, these types of skills are vital in our rapidly advancing
society and relate to one of the American Association of School Libraries (AASL)
standards for the 21st Century Learner that “learners use skills, resources and tools
to: draw conclusions, make informed decisions, apply knowledge to new situations,
and create new knowledge.” This is the same relentless dedication and engagement
our students could have within their learning, if we just offered them more
opportunity to explore gaming in the school setting.
According to Shaffer and Gee, epistemic games are considered “games that let
players learn to work, and thus, to think as innovative professionals” (15). Shaffer
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and his team developed a computer-‐based game, Madison 2220, in which “students
work as urban planners to redesign a downtown pedestrian mall popular with
young people in their city” (16). This game offers the students real-‐life scenarios
associated with urban planning and gives them the opportunity to think and learn
like “urban planners.” What better way to help a student learn than submerging
them in a virtual atmosphere, putting the learning and doing in their hands?
This kind of game-‐based learning can be extended to our classrooms through
other epistemic games such as Digital Zoo, “where players work as mechanical and
biomechanical engineers to design virtual structures and creatures—the kinds of
things you might see in a computer-‐animated movie from a major studio” (Shaffer
and Gee 19). The players kept notes and journals, gave presentations, and worked
as engineers do. In an afterschool program where Shaffer and Gee tested Digital
Zoo, “players’ use of scientific justification to answer textbook science problems
went up 600% on average after playing the game” (19). Wow! Talk about gaining
valuable knowledge and leverage in our modern, scientifically advanced world.
These students are engaged and working, thinking and learning as professional
scientists through games.
Another important aspect to consider related to gaming and information literacy
is the importance of being able to share knowledge and work together with others
to accomplish a task and meeting a goal. According to Shaffer et al., “we learn by
doing—not just by doing any old thing, but doing something as part of a larger
community of people who share common goals and achieving those goals. We learn
by becoming a community of practice (Lave & Wenger, 1991) and thus developing
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that community’s ways of knowing”(7). This shares another one of the common
beliefs held by the AASL—that learning is enriched with the chance to share with
others. According to their belief, “Students need to develop skills in sharing
knowledge and learning with others, both in face-‐to-‐face situations and through
technology.”
There are many multiplayer games like World of WarCraft, Lineage, EverQuest,
City of Heroes, and Guild Wars “ where young people are creating new ways to build
and share knowledge” and players join a community while learning to follow the
system within that community (Gee and Morgridge 14). In “Why Are Video Games
Good For Learning?” the authors discuss World of Warcraft specifically, and what
they call “cross-‐functional affiliation” where players get to know each other first as
players within the game. The author’s explain that players “can in turn, use their
real-‐world, class, culture, and gender as strategic resources if and when they please,
and the group can draw on the differential real-‐world resources of each player, but
in ways that do not force anyone into pre-‐set racial, gender, cultural, or class
categories” (14). These are powerful social skills the players are picking up.
Imagine the power if they were doing this within their schooling.
In this way, some games are creating new ways of learning and developing
community in a shared space. They can teach us a plethora of ways to “socially
organize learning in tomorrow’s classrooms, libraries, workplaces, and
communities” (qtd. in Gee and Morgridge 15). Video games have the power to help
our students learn and grow. According to Buchanan, “the stories in video games
can preserve, unpack, transmit, and challenge perspectives and values” (11). We
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could utilize video games in multiple aspects of the school library, including
teaching them information literacy skills, helping them utilize their video gaming
skills in the library and in real-‐life situations, while offering them the mentorship
they need for them to recgonize how their games offer them valuable knowledge for
both now and in the future.
Gaming offers young people a variety of ways to learn and socialize while
continuously challenging them. It’s no wonder they can spend hours playing games
and never tire of talking, blogging, or sharing information related to their games.
But, American students especially young women, minorities and young people from
lower socioeconomic backgrounds are lacking engagement in science, technology,
engineering and math (STEM). With over half of our student body on free or
reduced lunch, our population could directly benefit from gaming in our school
library. According to the article “Reimagining the Role of School Libraries in STEM
Education: Creating Hybrid Spaces for Exploration.” “American students ranked
seventeenth out of thirty three in science literacy and ranked twenty-‐five out of
thirty-‐three in math literacy among students in developed countries (Subramaniam,
et al. 162). We have the opportunity to make a major difference for these young
people and we can begin to do it by embracing the technology and so many of them
are already engaged with.
According to Subramaniam et al., “if one takes seriously the need to link young
people’s out-‐of-‐school interests to their STEM learning, school libraries emerge as
an ideal hybrid space to bridge the formal classroom with the broader world” (163).
It is important for us to consider the many ways that we can help engage our
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students in this manner through gaming. “Researchers have found that young
people develop their personal identities, share knowledge or information with
peers, and collaboratively solve problems with their networks” (167). And this is
all done through gaming and technology.
There are many differences between the library setting and the formal classroom
including the “pressures to adhere to curricular standards and high states testing
requirements that may hinder their[ teachers] inclination to experiment with new
methods and techniques” (Subramaniam et al. 169). This makes our school library
an excellent place to fortify our student’s interest in epistemic gaming while guiding
them through this vast land of new technologies and ways of knowing.
Overall, gaming has so many benefits and ways of engaging students it’s
surprising that more districts haven’t attempted to implement gaming within their
schools as of yet. With their intricate ways of teaching players to problem solve and
allowing them the chance to learn by doing, video games offer our students an
excellent source of knowledge as well as social learning and goal setting. Won’t you
consider implementing gaming within our school library in order to extend our
students informational literacy into the 21st century? We have a powerful tool
awaiting our use. If we don’t try it, how will we know it doesn’t work? If we don’t
use the games themselves, the principles that they offer are valuable, “whether or
not a video game is present” (Gee and Morgridge 21).
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Works Cited
Gee, James P., and Tashia Morgridge. Why Are Video Games Good For Learning. Tech.
University of Wisconsin Madison, n.d. Web.
Sandford, Richard, and Ben Williamson. Games and Learning. Futurelab, 2005. Print.
Shaffer, David W., and James P. Gee. "Before Every Child Is Left Behind: How
Epistemic Games Can Solve the Coming Crisis in Education." University of
Wisconsin Madison, n.d. Web.
Shaffer, David W., Kurt R. Squire, Richard Halverson, and James P. Gee. "Video Games
and the Future of Learning." University of Wisconsin Madison, Dec. 2004.
Web.
"Standards for the 21st-‐Century Learner." American Library Association. ALA., 2007.
Web. 01 Dec. 2013.
Subramaniam, Mega M., June Ahn, Kenneth R. Fleishmann, and Allison Druin.
"Reimagining the Role of School Libraries in STEM Education: Creating
Hybrid Spaces for Exploration." The Library Quarterly 82.2 (2012): 161-‐
82. The University of Chicago Press. Web.