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Play is….
Games generate  inspiration   imagination   exploration   innovation
Why we play To feel powerful To have control To break rules To explore a story
Games in libraries National Gaming Day – November 13 http:// ilovelibraries.org /gaming/   Gaming in Libraries Course  ( Scott Nicholson)   http://www.gamesinlibraries.org/course/ The Librarian’s Guide to Gaming http://librarygamingtoolkit.org/
- Jenny Levine “Imagine a library not offering chess today because it would draw ‘juvenile delinquents.’ And yet this is one reason cited against offering videogames as a service.”
Games test our problem-solving skills Games are inclusive Games create community Games facilitate learning Games provide fields for practice of leadership and team skills Games develop identity Games teach children about:
Games teach children about: Cause and effect relationships Long term winning versus short term gains Creating order from seeming chaos Second order consequences Complex system behaviours Counter-intuitive results The value of persistence. Using obstacles as motivation - Marc Prensky
Peggy Sheehy “ Pleasantly frustrating..” Teaching narrative through WoW gameplay The Heroes Journey Teachable moments for emotional intelligence http:// www.slideshare.net/PeggySheehy/wow -for-education   Cognitive Dissonance http:// cognitivedissonance.guildportal.com/Guild.aspx?GuildID =228854&TabID=1927706
“The great thing about video games is that it puts people in a world where they can connect language to actions, to images, and to talk -- so they don't just get words for words, they get images and actions and dialogue for words.” - James Paul Gee
Quest to Learn http://q2l.org/   4 core principles : Technology is linked directly to the curriculum and learning objectives. Integrated technology adds breadth and depth to educational experiences. Technology integration is done so with purpose and with an eye on pedagogy Technology is a tool.
SNAKS Strategy  Narrative  Action  Knowledge  Social - Scott Nicholson
Games as storytelling http:// www.thelandofme.com /   Level editors  (eg.  LittleBigPlanet )   Machinima   … the convergence of filmmaking, animation and game development. MMPORG  (Multiplayer Online Role-play Game) World of Warcraft Lego Universe http://universe.lego.com/en-us/splash/default.aspx
Serious Games Jane McGonigal Games for social change: Evoke, Superstruct http://www.avantgame.com/ Zombie Truth Peacemaker The Curfew http:// www.thecurfewgame.com /
Institute of Play  http:// www.instituteofplay.com /   LTS: Consolarium http:// www.ltscotland.org.uk/usingglowandict /   Futurelab http:// www.futurelab.org.uk /projects/games-and-learning/research What They Play  ( The family guide to video games)  http://www.whattheyplay.com/ Joan Ganz Cooney  –  Advancing Children’s Learning in a Digital Age  http:// www.joanganzcooneycenter.org /   Other games resources
Other games examples Scarygirl http:// www.scarygirl.com /   Machinarium http:// machinarium.net /demo/   Scribblenauts  (Nintendo DS) Kodu  (Microsoft) http://research.microsoft.com/en-us/projects/kodu /   Scratch http:// scratch.mit.edu /

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Games & learning

  • 2. Games generate inspiration imagination exploration innovation
  • 3. Why we play To feel powerful To have control To break rules To explore a story
  • 4. Games in libraries National Gaming Day – November 13 http:// ilovelibraries.org /gaming/ Gaming in Libraries Course ( Scott Nicholson) http://www.gamesinlibraries.org/course/ The Librarian’s Guide to Gaming http://librarygamingtoolkit.org/
  • 5. - Jenny Levine “Imagine a library not offering chess today because it would draw ‘juvenile delinquents.’ And yet this is one reason cited against offering videogames as a service.”
  • 6. Games test our problem-solving skills Games are inclusive Games create community Games facilitate learning Games provide fields for practice of leadership and team skills Games develop identity Games teach children about:
  • 7. Games teach children about: Cause and effect relationships Long term winning versus short term gains Creating order from seeming chaos Second order consequences Complex system behaviours Counter-intuitive results The value of persistence. Using obstacles as motivation - Marc Prensky
  • 8. Peggy Sheehy “ Pleasantly frustrating..” Teaching narrative through WoW gameplay The Heroes Journey Teachable moments for emotional intelligence http:// www.slideshare.net/PeggySheehy/wow -for-education Cognitive Dissonance http:// cognitivedissonance.guildportal.com/Guild.aspx?GuildID =228854&TabID=1927706
  • 9. “The great thing about video games is that it puts people in a world where they can connect language to actions, to images, and to talk -- so they don't just get words for words, they get images and actions and dialogue for words.” - James Paul Gee
  • 10. Quest to Learn http://q2l.org/ 4 core principles : Technology is linked directly to the curriculum and learning objectives. Integrated technology adds breadth and depth to educational experiences. Technology integration is done so with purpose and with an eye on pedagogy Technology is a tool.
  • 11. SNAKS Strategy Narrative Action Knowledge Social - Scott Nicholson
  • 12. Games as storytelling http:// www.thelandofme.com / Level editors (eg. LittleBigPlanet ) Machinima … the convergence of filmmaking, animation and game development. MMPORG (Multiplayer Online Role-play Game) World of Warcraft Lego Universe http://universe.lego.com/en-us/splash/default.aspx
  • 13. Serious Games Jane McGonigal Games for social change: Evoke, Superstruct http://www.avantgame.com/ Zombie Truth Peacemaker The Curfew http:// www.thecurfewgame.com /
  • 14. Institute of Play http:// www.instituteofplay.com / LTS: Consolarium http:// www.ltscotland.org.uk/usingglowandict / Futurelab http:// www.futurelab.org.uk /projects/games-and-learning/research What They Play ( The family guide to video games) http://www.whattheyplay.com/ Joan Ganz Cooney – Advancing Children’s Learning in a Digital Age http:// www.joanganzcooneycenter.org / Other games resources
  • 15. Other games examples Scarygirl http:// www.scarygirl.com / Machinarium http:// machinarium.net /demo/ Scribblenauts (Nintendo DS) Kodu (Microsoft) http://research.microsoft.com/en-us/projects/kodu / Scratch http:// scratch.mit.edu /