Wow, that could be the post for a dozen different self-help books. But today it was an important phrase to remember in instruction lesson planning. I spent some time this past weekend working on a public speaking instruction session about researching Supreme Court cases and the values contained within each case. The students select one case, research the case itself and the larger value that underlines the case, and creates a speech to explain both sides of the issue and advocate for the side they value. The students are able to find quality sources about the Supreme Court cases through EBSCO and Lexis Nexis databases. Given that they're looking at cases that made their way to the highest court, there is plenty of information about the case. The challenge the students are having is defining the larger cultural value in the case.
Knowing this weakness, I hoped to create some activity/lesson that was more engaging, provided opportunity for practice and feedback, and still allowed for the large degree of personalization that already existed in the assignment. I started trying to take the existing content in a power point and convert it into something based more around video game strategies, like my "Library Dusk" lesson. The more I worked with it, the more artificial the choices and paths began to feel. Helping students determine cultural values leads itself to more of a discussion rather than multiple choice. The discussion realization lead to incorporating small groups in order to discuss the potential values of their cases.
This is the direction I ended up going. After bouncing some of these ideas off my colleague this morning, we decided on creating small groups to discuss the values of the cases they found and then having the groups report out to the rest of the class on the values as well. The discussion, analysis, and sharing of case values should prove more useful for the student than my initial tutorial "ish" game strategy.
Knowing when to let go... for the benefit of the student. I teach because I want to help students learn. I use video game strategies because I know they help students learn and understand. I write because I want others to know how successful game strategies can be. But in the end, video games and game strategies are just another method to engage, motivate, and reach our students. Games are a tool in our instruction toolkit, but just one of many successful tools. Knowing when to use what... well I guess that's what they pay us for.
Knowing when to let go...
10:05 PM | Tags: instruction | 0 Comments
Video Game Core Title List
Happy Easter. My sons spent time today searching out Easter eggs in our backyard and I had some Easter fun of my own. I spent time over this weekend compiling a list of video game titles that would establish a video game collection. I used the video game collection at University of IL Champagne – Urbana as an initial analysis. In addition to the University of IL, I used the top 25 PS2 games from IGN.com and Gamespy.com and Metacritic and Gamerankings in order to create the core list. I also considered the following factors in creating the core title list: Relevance to curriculum; Historic and social significance; Social interaction / community building.
PS2
- Activision Collection
- Amplitude
- Atari collection

- Beyond Good & Evil
- Bully
- Burnout 3
- Civil War
- Dance dance revolution supernova
- Dragon Quest VIII: journey of the cursed King
- EA Sports Madden NFL 07
- Final Fantasy X
- Final fantasy XII
- God of war
- Grand theft auto III

- GT3
- GT4
- Ico
- Jak & Daxter
- Karaoke Revolution
- Katamari Damacy
- Kingdom hearts
- Kingdom hearts II
- Lumines Plus
- Metal Gear Solid 3: Subsistence
- MLB 07. TheGAME
- Okami
- Prince of Persia

- Psychonauts
- Rez
- Shadow of Colossus
- Sly Cooper 2
- SSX3
- Tony Hawk 4
- We (Heart) Katmari
- Medal of Honor
- Motorstorm
- Oblivion
Wii
- Cooking Mama

Elebits
Excite Truck
Madden 07
Rayman: Raving Rabbits
Super Paper Mario
The Legend of Zelda: TP
Tiger Woods 07
Trauma Center
WarioWare: Smooth Moves
X360
- Amped 3
Baseball 2k7
Battle racing ignited - Burnout revenge
Blazing angels: squadrons of WWII.
Blue Dragon
Civil War: a nation divided
College Hoops 2k7
Elder scrolls IV : Oblivion
Forza Motorsport
Gears of war
LOTR: Battle for Middle Earth
Madden NFL 07
Mass Effect
NCAA 07
Oblivion: Shivering Isles
Project Gotham racing 3
Rainbow Six : Vegas
Tiger Woods PGA Tour 07
Via PiƱata
Winning Eleven
9:29 PM | Tags: games | 0 Comments
Can we do it? Yes we can!
While I started the week with some positive thoughts on the direction of library/info lit games (link), but with the stories coming out of ACRL about the troubles Cincinnati and GW are having; I am not surprised if your spirits are dampened about successfully using.
Librarians can use and create games that create educational experiences... at least with help.
There's not an easy answer. Some who I respect from the University of Iowa asked during my presention, "Is there something out there were we can jump in and create a game." I wish there was. As Cincinnati and GW are showing, gaming projects take time. Matthew Weise, designer of the educational game Revolution, said it took a group of 6-10 students at MIT over 3 semesters to build a game. Time is a major factor, but it shouldn't deter us. Yes, it's too bad the tech isn't there yet for an easy drop and play game. But the technology is there to Mod games and the resources are there as well... we work on campuses full of students who are doing modding and dabbling in game design on a regular basis. We can and should reach out to these communities to help create educational games. It's a win-win for both educators and students.
But I can't overlook the small successes. Incorporating video game strategies into our traditional instruction is beneficial and improves our teaching. While I'm starting to discuss and play around with developing and modding, I'm currently working on converting the content from a traditional power point slideshow into an open ended, branching path review.
Video game strategies work to engage our students in educational experiences both in the long term and the short term. As an educator, we can start big or small. But the reactions from those who are discouraged after starting big, suggest that small successes will be more successful in building the political capital required for the bigger gaming projects in our libraries.
Can we do it? Yes we can! And we should.
1:13 PM | Tags: applications, instruction | 1 Comments
Let the brainstorming begin... Info Lit. Video Games
On Wednesday, I had a good conversation with Chad, from Library Voice, about the type of game that could be created to teach plagiarism. Given the struggles others are having, we talked about modding existing games. I think there is some real potential here with modding, but it is still not a quick project. Here is an summary of my ideas from our conversation, mainly on some very initial thoughts on information literacy video game possibilities. I'd love your feedback...
********
Information literacy is about being a life long leaner, being aware of what you are given, evaluating, using critical thinking, and being able to apply it... right? So... why does that have to be set in a library setting?
I'm been thinking about modding not for a library setting, but still using those skills. Game based consequences if you use wrong info or don't collect all the info. A plagiarism game where the player is tasked with some sort of retrieval or escort mission. There is a need / goal to discover the correct information to complete the quest, solve the mystery, whatever.
The player is tasked with exploring a few limited areas to find and bring back the info or person, but along the there are non-playable characters (NPCs) giving false direction and/or false information about what is to be retrieved. Some NPCs will give accurate info, but the player is responsible to evaluate the information based on their previous info and game context. I player could take that inaccurate / false info back and report it for an attempt at a complete mission, but it would result in failure or continue exploring...
Talking to other NPC would result in small inconsistencies in the information, suggesting it is wrong. The true answer could be found through the primary source... Maybe a craving on a wall, or the back of a photo (depending on the setting). Maybe it's the answer or sequence to a puzzle.
The more I've been thinking about it, I'm leaning to smaller more contained experiences. Maybe 15-30 minutes. Something inside a class or stand alone experience. This doesn't try to tackle too much and allows the creation of the game to focus on a limited scope. Smaller more focused experiences also would be applied to a variety of class situations and libraries. Part of the application comes in the reflection and the discussion afterward. Either in-class or through a brief set of reflection question online. If we can make the connection about the consequences
of not using your own work, not evaluating and trusting sources, and not giving credit where something came from (an NPC question about where the info came from)... then the lesson/game is getting at the underlying principles of academic honesty.
********
I know I've got a lot more reading on game design to do (and people to work with), but everything has a beginning.
What do you think? Please give me your thoughts, the more honest (ie. harsh) the better.
1:28 PM | Tags: game design, instruction | 0 Comments
Let's get this party started... video game study breaks
Singstar and DDR for finals week stress relief? Is there a better way to burn off stress finals stress than dancing to arrows or checking your pitch against pop music hits.. ie. making a fool of yourself and loving it? I'm hoping not.
Our library is planning a couple of snack breaks during the days leading up to finals week. We planned on snacks, but the video games are a new addition. We started to plan a video game night this semester, but ran into a few roadblocks, but we've still had it in the back of our heads.
Lisa Hinchliffe's presentation at ACRL was just the push my director needed. Here is a description of a similar presentation that Lisa and the rest of her staff gave recently. Thanks for the push!
Next up - Building a core video game collection...
photos via Flickr
Shavart
jameskun
10:42 PM | Tags: games | 0 Comments
Thank you Ohio!
Ohio, land of libraries, comes through with some good info on the "Muckrakers" ACRL session that I was wondering about. On Wednesday, Chad from Library Voice said it sounded like the GW librarians were questioning all the effort of the project. That thought was support by a detailed write up of the session by Kate over at Adventures in Library Land Adventures
Muckrakers at ACRL
The goal of this project - the creation of an online game to teach research skills - was to "develop virtual instruction that encourages collaborative learning, peer evaluation, exploration, and critical thinking." They wanted to incorporate 3 teaching methods: Collaborative learning, peer teaching, and exploration and discovery.Kate's added some good commentary on both the interesting applications and the disappointing struggles the GW team had. Since they still do not have a playable product, I wonder where this leaves library games for the rest of us. Will there be a lack of interest (or worse admin support) due to this pending failure? Or will it force us to make realistic expectations on resources and time? I still believe there are applications out there that can be successful.
10:07 PM | Tags: applications, conferences, instruction | 0 Comments
Grabbing us and not letting go
After my initial thoughts a few nights ago, I have thought more about what keeps players playing and what they are learning in the process. So I’ve gone back over my notes and the discussions from last October when the McArthur Foundation held a 3 week discussion on video games and learning (it was actually one of my first blog posts over at Bibliographic Gaming. Here are some worthwhile quotes and thoughts from the week on game literacies:
Victoria Carrington: “Computer games are the site of some of these textual practices – practices that I think many of us would agree are becoming highly valued in relation to being able to effectively participate in our communities” (October 23, 2006).
James Paul Gee: “So…the question arises about what sorts of other bumps games make on people’s bodies and minds and what sorts of other effects players have on games and how these two are transcacted (October 23, 2006).” Games can often be more lasting and meaningful experiences, because they are just that – experiences.
Jay Lemke: “… we never use just one of these resource systems all by itselft. In real life we are always using several simultaneously, even if we are not paying attention to all of them (Oct. 23).” Sound like information literacy.
Lemke: “…game interactivity involves not just our responding to the game, but the game responding to us, in ways that were both meaningful and surprising, so that gameplay could be seen as a kind of dialogue or conversation” (Oct. 23). The experience of playing goes beyond simple button pushing.
Gee: “One thing that interests me in video games is that `reading` (taking meaning from the game/text is a form of `writing` (producing meanings). (Oct. 24).” Very similar to some arguments Gee makes in his books.
Brian Thompson: “…most highly motivated, highly skilled players are trained to reflect upon… whatever game they are playing” (Oct. 24). Games provide continued opportunity for critical analysis and reflection.
Lemke: “Authoritarian approaches to learning are counter-productive because they inhibit the playful attitude of experimentation… this kind of play is essential to learning” (Oct. 25). The idea of play is something that can be created in a variety of lessons, not just games.
Linda Polin: “The types of attitudes that make an effective game player require risk taking, an active role in creating the meaning, non-linear navigation and attendance to multiple cueing systems and of course, problem solving and lateral thinking” (Oct. 25). Really, who doesn’t want students that are able to do this?
11:10 PM | Tags: assumptions | 0 Comments
More gaming reflections from ACRL
I need your help. If you have read or written any reflections/blog posts/summaries on last Sunday's presentation on the "Muckraker" game by the librarians at George Washington University - I would love your comments. I've spent time over the past two days digging around on the internet and continue to come up short. They haven't posted anything on the ACRL/TLT Learning Times virtual conference site either... does anyone?
As I've dug around, I found this nice post on Gaming Presentations at ACRL from Wake Forest University. It gives a good summary and analysis on the University of Cincinnati's game presentation, the lessons and struggles they went and are going through.
Also if you haven't checked out Scott Rice's work on his information literacy quiz game, he has posted his materials from the ACRL poster presentation here.
In addition to the quiz game, Scott's Library Games blog is also now listing other libraries that are developing information literacy quiz games:
Forsyth Technical Community CollegeI'm going to contact the librarians at each of these colleges and try to get more information on what they are developing, so stay tuned...
Ivy Tech Community College
University of Portsmouth
University of Wales
University of Waterloo
University of Wisconsin - LaCrosse
Washburn University
11:27 PM | Tags: conferences, news | 1 Comments
Gaming at the heart of learning
We fill in information gaps. We help students find, evaluate, organize and hopefully use information. We usually do this with an academic (if not always a library) setting. But our hope is that the students can take those information literacy skills and apply them in a real world setting.
If that is the case, do we need to create games that are locked within that library/academic setting? The Fletcher Library’s Game Project does a nice job of setting up a fictional real life situation of a medical outbreak on campus. The students are applying are variety of information literacy skills to resolve questions around the disease. It’s a great project and I’m looking forward to hearing more next month at LOEX.
But couldn’t we go further (and wouldn’t it be a little easier too)? Does a game have to be set in a library? College campus? Why can’t we create fictional narrative spaces set in real life situations or even fantasy realms? Why can’t we create fictional narrative spaces that engage our students through gameplay? Some commercial game engines are well suited to creating these game environments.
I’m starting to look at a couple of commercial game engines that could be modded. I want to find something that allows for information seeking and evaluating as part of the gameplay. Instead of spelling out the academic educational content, I want to use the game experiences to draw comparisons and have discussions on how the skills required to be successful in the game, also make you successful in research and work. We are in a nice position with our core educational content since information literacy is a life long skill. There are a variety of potential real life situations where we can create gameplay situations that require exploration, communication, and evaluation of information in order to be successful.
Okay so I’m starting to bite off a lot here, but I’m going to develop this idea/outline/application over the course of this month and I’d love your input.
12:09 AM | Tags: applications, education | 0 Comments
Can we learn through play, rather than play to learn?
I deal in information. I help provide, evaluate, and organize information. I am all about “filling in the information gap” (Johnson, 2005). I am a video game. Switch “provide” with “find” and now I am an information literacy librarian. It’s our job to help students identify and fill in their “information gap.”
This past weekend, as my son played Dora the Explorer on the computer a few ideas started to fall into place. Dora the video game is the same as Dora the TV show. But written more accurately, Dora the TV works because it is the same as a video game. Stay with me here. Dora has a quest (to find her grandmother or get to the baseball game, etc) and there are a series of goals to accomplish along the way. Regardless if it is the TV show or the game, Dora continues to ask for the user’s input to accomplish each goal (whether through a mouse, controller, or simply their voice). Dora works (at least at certain age levels) because it requires the user the “make” choices. My son does not see the game or show as educational, but it is in the exercises required to progress where learning takes place. Learning happens for my son and the player through playing and enjoying, not because they are playing to learn.
As I’ve read through people’s reflections and reactions to the University of Cincinnati’s presentation at ACRL I realized the same thing. Cincinnati’s game, similar to others in education is focused around learning not play. Granted, this is not a bad thing and it still creates worthwhile gaming projects. But since as librarians we deal in information, couldn’t we focus on the game and let the learning happen through playing? Can we develop games that are not seen as overtly educational (granted our students are smart enough to know they must have educational use), but provide an educational experience through playing?
What do these games look like? I’ve got a few ideas, what ideas do you have?
Dora image via Amazon
11:46 PM | Tags: applications, education | 0 Comments
Catching up on ACRL conference blogging
Here are a few posts from the official ACRL conference blog
The University of Cincinnati's session on the game(s) they developed.
Cincinnati's progress and lessons on their gaming efforts
It turns out that they had to start from scratch do to time constraints and staff changes, this brought out some new ideas including some Google tools applications.
Here's a comment from a blog post from the session Lisa from University of IL - Urbana gave.
"Presented by librarians at the undergraduate library at the University of Illinois-Urbana Champagne. They have been investigating the use of gaming in their library. They discussed the difference between the old tutorial type games versus games that actually have an educational value based on the users’ interaction with the game. The ability to learn from the game and not just quiz yourself."
I love this one. I wasn't at the conference, but I'm excited that I even get a mention!!!
5:21 PM | Tags: conferences, news | 0 Comments
My Digital Natives & Yours... shaping how we teach 5 years later
Since I’ve been spending my ACRL conference weekend taking care of my digital natives, rather than talking about them with colleagues, I decided to go back and read through Prensky’s first digital native article from 2001.
Prensky, M. (2001). Digital natives, digital immigrants. On the Horizon, 9(5).
The pdf article and many others by Prensky are available on his website … here
The article itself reads like the first chapter out of Prensky 2006 book, Don’t Bother Me Mom, but that’s a good thing. The tone and content of his article still rings true today, over 5 years later. In fact, his message is even more important today because these are the students we are seeing at all levels of education. How Prensky describes these digital natives is not dramatically different than the published literature on “millennials.” But I prefer the term “digital native” because it is not just about the current generation, the term and the learning strategies attached to it apply to all generations to come that have grown up with technology.
Digital natives (ie. Our students) prefer information that comes faster, is less step-by-step, and has random access points that provide choice and personalization. Prensky points out that this does not mean that we dumb down what we teach to make it more appealing, in fact the opposite is true, it makes the content less appealing. These strategies do not change the “what” – core content, critical thinking, but it does change the “how.” Prensky encourages educators to get rid of teaching “slowly, step-by-step, one thing at a time, individually, and above all, seriously.” Start thinking about those gaming strategies mentioned before and above and a more engaged classroom.
9:37 PM | Tags: literature | 0 Comments
Baby steps to success with digital natives...
My 3 year old is finally doing better, his appetite is back and he can breath pretty easily. Unfortunately, my 1.5 year old now has it. I had planned to post yesterday, but a toddler with pneumonia is not a fun time. I think we caught it sooner than his brother though, so hopefully it will not get as bad. Since I’ve been at home for the last three days focusing on my digital natives, I wanted to review some of Marc Prensky's work.
Prensky, M. (2005). Listen to the natives. Educational Leadership, 63(4), 8-13.
Prensky’s article ties in nicely with my suggestions of starting small in the classroom. Prensky’s discusses teaching strategies that can be successful with current students (digital natives); engagement before content, decision making encouraged, input from students about teaching process and the ability to be adaptive in the classroom. The ideas themselves are rooted in the student’s experiences with games and technology (I almost put “digital technology” but then I realized how much of a “digital immigrant” that made me sound).
Prensky makes the important point that we need to design our lessons to mirror the same type of goal orientated motivation, choice, immediate feedback, and “leveling up.” While I’m still not sure how to work “leveling up” into information literacy sessions (*cough* discussion point *cough*), I’ve been able to incorporate the other gaming strategies into traditional sessions with a high degree of success. Of course “success” is relevant and I’m still working to improve the sessions, but those “baby steps” I talked about last time work.
9:28 PM | Tags: literature | 0 Comments
Baby steps out the door... baby steps in the classroom... baby steps to success
King, B.R. (2007). Think small! A beginner’s guide to using technology to promote learning. Educause Quarterly. Retrieved January 27, 2007, from http://www.educause.edu/apps/eq/eqm07/eqm0719.asp?bhcp=1
King doesn’t focus on video games, but does provide sound advance educators looking to start using any technology, including games, to enhance student’s learning. King focus is on four goals: small goals, smaller chunks of content, refined searches, and small classroom cases.
While this message is not revolutionary and rather practical, it provides a good jumping off point for those looking to get started using games and game strategies in the classroom. I used this message to emphasis the success that I’ve had within instruction sessions in my presentation. While I’m very excited and interested in using games to teach and experience information literacy, those are long term projects. We can be very successful starting small in our own classrooms. If we “start small” and apply gaming strategies to our existing information literacy program and classroom setting we can be successful in creating more engaging and meaning learning experiences. Start small, target a few gaming strategies, include traditional outcomes and you will enhance your students learning experience.
I’ve included three examples of how it can be successful in the “Begin your quest” section of my presentation last week.
1:13 PM | Tags: literature | 0 Comments
Game-based learning... let the annotations begin
Since I'm sticking around this weekend nursing my sick son, who is thankfully sleeping right now, I'll be finally digging back into the articles I've been using and sharing some thoughts on the. So without further ado...
Foreman, J. (2004). Game-based learning: How to delight and instruct in the 21st century. Educause Review, 39(5), 50-66.
The article itself is a little dated, but Foreman interviewed James Paul Gee, J.C. Herz (author of Joystick Nation), Randy Hinrichs, Marc Prensky (Don’t Bother me Mom), and Ben Sawyer (organizer of the first Serious Games Summit) on a variety of topics including the challenges of traditional instruction, the benefits of video games for learning, and the development of game-based learning communities. The article is available for free through Educause’s archive.
Both Hinrichs and Gee discuss learning through context clues and information that can be directly applied to the immediate game situation. Gee draws the significance that we learn through experiences and interactions with our world. Gee states he, as he does in his own book, that games provide verbal information close to the time when you see how it works and apply it. This connection provides meaning and lasting understanding to those playing. This same concept has applied to successful information literacy sessions for years. Librarians do not want to teach research skills and evaluation strategies in a vacuum to students. We want our sessions tied to assignments where they will apply these skills and thus attach more meaning to them.
Hinrichs and Prensky later discuss how games required frequent decision makings at rapid speeds and to think critically about each of those choices. Again this is what we want within information literacy; students using critical thinking skills to make frequent decisions to evaluate the content they are reading. If we can use games to help teach information literacy, our students can learn critical thinking /decision making process through playing the game. Rather than simply walking our students through worksheets and step by step examples, games open up the experience and help our students learn not through instruction by through experience.
Well, this started as an annotation of the article, but turned more to reflection and application. Oh well, I encourage you to check out the article if you haven’t already read it. And if you have what struck you as useful and relevant?12:52 AM | Tags: literature | 0 Comments
Pneumonia & Pneu plans... no ACRL
Yes, that's right. My hyping and excitement about going to the ACRL conference is all for naught. Okay, so I never really hyped it too much here, but I was looking forward to blogging about the University of Cincinnati's gaming presentation and GW's presentation on their info lit. game - Muckrakers.
My son has pneumonia and now on his 3rd round of antibiotics to try and stop it and is looking at a hospital stay. And so, no ACRL for me. Honestly, I'd rather be with my sick son.
So instead of me blogging about the presentations... here are a few shots (the first pictures of me on this blog since 2005) presenting last week.
9:58 PM | Tags: conferences, personal | 0 Comments
Looking back & racing forward...
Every site about good blogging strategies or articles about "How to keep visiting coming back" always state that the author should have a good core content ready after an initial visit to keep readers coming back. Well I meant to have some posts over the weekend for people who attended my conference presentation on Friday, but a 3 year old with 102 degree fever, a 1 year old getting teeth and a wife with the flu put things on hold.
So regardless if you are new here or reading for a while, now is a good time to look back and highlight some useful older posts that focus on instruction, games and our role as librarians.
Let's start off back in the fall with a post that would become the foundation for my application of gaming strategies. I followed up that post with 5 steps for using games, some of which I echoed in my presentation. The analysis and similarities about "Why Our Attempts Fail" in both research and in gaming is another starting point for gaming application.
Last fall, I wrote a series of posts (starting here) reflecting on the results of using open ended game strategies for a research writing review session. The results really opened my eyes about how we teach and how we could teach. I included some student reaction and comments in the final post as well. There are also some detailed notes on my branching / decision tree lecture and my branching "choose your own adventure" article search from this spring as well.
Finally, there are is a post on how frustration playing games can help non-gamers understand what our students might go through with library interfaces.
Take a few moments to dig back through the last few months here at Research Quest.
I'd love to get your comments on these ideas and any others you want to share.
11:22 PM | Tags: instruction, research | 0 Comments
If you were left wanting more... welcome
Welcome to everyone from today’s session at Iowa ACRL. I hope you take a few moments to explore, read, comment, & come back. You might as well sign up for the RSS feed while you are here too. Thank you for coming to the session and I hope that we can work together to find ways to integrate games and gaming strategies in your instruction sessions.
My sessions went pretty well. I co-presented with another librarian in the morning on instruction, curriculum mapping and the assessment process. It went very smoothly and we both received a lot of positive feedback. Then in the afternoon, I got to change direction and focus in on video games and education. If you haven’t checked out the power point and handout yet, please do so.
There were 33 people in attendance for my session on video game strategies in information literacy, but considering I was in the last timeslot of the day and my morning session had 38 people – the 5 person difference wasn’t too bad. The presentation went surprisingly smoothly, the branching paths worked really well and I felt I was able to cover all the key points and weave the thematic elements through each segment in order to make the progression feel natural. The attendees did jump around a little; from gaming stats to what other libraries are doing then back to educational strategies and finally to what I’m doing. But as a whole, I was able to keep them engaged, chuckling a little and still focus their attention in through changes in movement and voice. Looking back on it, I really wish it would have been recorded – so that I could share it & critique myself (always teaching afterall)
My only negative from the session was that I had a really hard time reading the audience. There were clearly times when almost all of them appeared engaged but there were other times when I could make out if they were focused, skeptical or just tired at the end of the day. So if you were there and are reading this… I’d love to get your feedback.
10:41 PM | Tags: conferences | 2 Comments
Grand Theft Information Literacy - Slideshow
Here is the slide show for my presentation at the Iowa ACRL conference. It's focus is three fold: provide a framework of why games are relevant in education and in libraries; present how some libraries are using games; describe successful ways the University of Dubuque has started small. It's expanded quite a bit from the inital outline, so I'd love to get your thoughts and feedback.
One of the unique features is that after the quiz, the map slide allows the presenter and the auidence to jump to any group of slides. I wanted to set up the random access and open ended nature of the presentation to give the auidence some personalization and allow them to see how incorporating simple game strategies works within a lecture.
You can view/download it... here.
(It's another click through to the wordpress blog & it's about 7 MB)
1:24 AM | Tags: conferences | 0 Comments
Handouts on the house
Here is the handout for my presentation at the Iowa ACRL conference. The presentation has a three-fold focus: provide a framework of why games are relevant in education and in libraries; present how some libraries are using games; describe successful ways the University of Dubuque has started small.
I wanted the handout to be something fun but also something to use as a practical worksheet.
Download/View it... here
I'm going to try and get the Power Point slides loaded later tonight.
11:43 AM | Tags: conferences | 0 Comments
...And onto recovery
My son had a very quick and successful surgey this morning. He was very brave for a 3 year old. Between the surgey and the recovery room, we were in and out in about 4 hours. He's drinking liquids, loving the chocolate shakes, and eager to play some more DS with Mario and the "mean mushrooms."

10:03 AM | Tags: personal | 0 Comments
Going under the knife
I've spent the all of today bouncing between reference questions and running through my conference presentations. The game strategies presentation is getting close to ready - the content is all there, now it's just a matter of polishing it up. I should have it posted and available for you by Thursday.
I'll probably be offline tomorrow, since my 3 year is going into surgery for his tonsils and adenoids. Wish him luck and a quick recovery.
11:52 PM | Tags: personal | 0 Comments
Kept coming back for more...
I'm working away tonight on my presentation, fleshing out the details and getting slides ready. Sorry for the lack of formatting on the outline, I tried but I'm blaming Blogger.
I wanted to take a moment to reflect back on the experience of using the U.N. Food Force game during the famine this weekend. We used 2 different components from the Food Force game, "energy pack" and "future farming." Both games were followed by discussions on what they thought and learned by playing. I also used the lesson plan materials provided to help lead the discussion. The feedback by all the students was overwhelmingly positive. I got a lot of "ya, it was pretty good." But the real surprise about how they liked it was that they all kept going back to it in order to get a better score. Some even played around with the other missions and explored more content.Although we all agreed that the fake Asian accent in the game was in poor taste, everyone was engaged in playing (and re-playing) and discussing afterward. The game and discussion turned out to be a great introduction for the guest speaker who focused on world hunger issues. The game gave them more of a context for what the speaker had to say.
Although the games are targeted at Middle and High School, college students could still get some use out of them. Each mission is brief and creates a good jumping off point for classroom discussion.
11:44 PM | Tags: education, games | 0 Comments
Getting Ready to Go
This Friday I'm presenting at our state ACRL conference, and since I'm getting ready I thought I'd share my outline with you. If you have any comments or suggestions, please let me know. Your feedback was helpful the last time and I look forward to your suggestions.
I. Gaming Literacy Test
II. Why games?
a. Who’s playing
i. Nielsen stats
ii. Pew research on college students
b. Educational aspects of games
i. Gee
ii. American Federation of Scientists
iii. Johnson & Prensky
iv. Van Eck
v. Halverson, Richard
II. What Libraries are doing
a. Quiz games – UNC
i. Review activity, instruction benefits
ii. Sample questions
iii. Words of caution – Matt Weise
b. Flash based – AZ State University
i. Objectives
ii. Screen shots
iii. “words of wisdom” from development team
c.
i. Online gaming tutorial
iii. Presenting at ACRL
d. George Washington’s “Muckrackers” game
i. Description
ii. Words of caution – LOEX attendee
iii. Presenting at ACRL
III. Starting Small -
a. “Think Small” – King, B.R.
b. Website Evaluation
i. Gaming strategies used
ii. ACRL Standards
iii. Classroom activity
iv. Feedback (+/-)
c. Research Review
i. Gaming Strategies used
ii. ACRL Standards
iii. Classroom activity
iv. Student feedback
c. Hotel Dusk
i. Gaming Strategies used
ii. ACRL standards
iii. Feedback
IV. What You Can Do
a. Small Steps
b. ID courses
c. Be creative
d. Have fun
10:42 PM | Tags: conferences | 0 Comments
Hunger Force - Game or Lecture?
It’s been a productive week here at Research Quest as you can tell from the posts. And the fun doesn’t stop yet. Friday night I’m joining my wife and her senior high youth group at church for a 30 hour famine. Actually the famine starts in just a few minutes at 7:00 am on Friday morning, but we are spending the night and morning together as a group. I’m mentioning this because we will be using the U.N. Hunger Force game as one of our activities, in addition to playing a lot of DDR and Guitar Hero.
The Hunger Force game has a lot of really good hunger and world relief content, but much of the “game” feels tacked onto to an informational video. Because of this, we are only going to use 2 of the 6 units/levels within the game. Unit #2 focuses on providing a balance nutritional ratio for food packets and unit #6 provides long term sustainability planning for relief areas of the world. Most of the other units provide game related mechanics, but they are not central to the experience. Regardless of these critiques, it is still worth checking out U.N. Hunger Force.
This idea of a game tacked on to traditional content is, according to my interview with Matthew Weise tonight, one of the biggest pitfalls of educational games. According to Matt, games are great to teach process. Students learn through the process of doing and understanding why they are taking those actions. But just jumping from one cut scene or dialogue to another is just like putting “medicine in the applesauce.” Hiding dry and dull content within a “fun” game experience will never be successful.
Check out my write up over at Bibliographic Gaming (posting Saturday due to Famine) and make sure to check back in here this weekend for my full transcript of my interview with Matt.
12:33 PM | Tags: applications, games | 0 Comments
Gaming Quest - Slideshow
I started my interview with Matt Weise tonight, only to learn that he was still traveling home from work. So, while I'm waiting - which I don't mind doing (although I'm both excited and nervous for the interview) - I'll post up my powerpoint slides from my guest lecture last week at Wartburg Theological Seminary to a class of future pastor's and youth ministers.
Download or view the slideshow... here
I had to create a wordpress.com blog in order to post a file, since Blogger doesn't allow it... So please follow the click through.
7:35 PM | Tags: conferences | 0 Comments
Top 10 Research Findings...
Now that GDC is past, some of the content from the sessions is finding it's way onto the web. Here is a link (via Chris Kohler's post at Wired's Game|Life) for a .pdf of the top 10 educational gaming research findings.
The panel included education game developers like Ian Bogost from Water Cooler Games and David Shaffer from the University of Madison and who I've written about before.
Jump to the avantgame.com webpage for the download... here
Image from http://avantgame.com/top10.htm
12:02 AM | Tags: news, research | 0 Comments
Playing 20ish Questions
Here are the list of questions (mine and others) for the interview with Matt Weise Thursday evening. Please feel free to continue to add suggestions or edits.
Design
Matt, you wrote the initial design doc. for the game, how much of it was limited by what the engine could do?
Was the design doc written any differently for a modded engine, compared do writing it for an in-house game?
What limits / restraints did you encounter by modding?
How was character & artistic design impacted through a COTS?
The information and content learned is more import than the gameplay, but how did you structure the game in order to create incentives to progress?
Development
How large was the development team?
How experienced were the team members in development, design or modding?
What were the specific learning objectives designed into the game?
How often did gameplay get sacrificed fro the sake of the learning objectives?
What makes was a COTS engine mod different from licensing another commercial engine?
What challenges did you encounter scripting the NPC?
What limitations of the genre (rpg) did you encounter?
What compromises did you and the team make make?
Did you feel that this compromised their goals beyond what was reasonably acceptable?
Would another genre (or another platform) work better for the content?
Educational Context
How much research was done for the game's story?
What historic licenses were taken?
Unlike commercial game design, where the assessment comes in retail sales, how did you assess the success of the game?
Was the assessment planned and integrated from the beginning or was it tacked on?
Did you assess students' motivation to play the game?
What was known about the target group?
Did those students with previous experience with either the genre or platform, have an easier time 'mastering' the content than those who needed to 'learn' the platform?
How much previous experience playing games at all have any influence on the
students learning the content?
Experience / Recommendations
What would you recommended as potential engines or games to mod?
Which games are the most scalable?
Which have the best support community for modding?
For someone just getting started, what games are the most user-friendly?
Which ones can a newbie work to mod?
What level of experience do you recommend someone enter with?
Which games would be the most affordable?
*****
What else would you want to know about developing educational (library) games?
5:25 PM | Tags: research | 0 Comments
Sheng Long - Media evaluation
Can you name the first time you realized that something printed/published was intentionally false? Tonight I’m reminded of the first time I realized the importance of evaluating information.
It was 1992, and I was reading the April issue of Electronic Gaming Monthly in my parents’ mini van traveling home. There was a “secret code" that opened up a character in the SNES game Street Fighter II. It sounded exciting and had recently beaten the final boss. I studied the code all the way home and tried it again and again that night. It was only the next day that I realized the story was an April fools joke. I can distinctly remember the "ah-ha" feeling that I needed to think about where information was coming from.
Over the weekend I saw a story about the new EGM breaking news about a new Kingdom Hearts game on the Wii featuring Mario. I was interested to know more
but few other sites picked up the story. Joystiq did here, and covered it as another April fool's story. There's even a Wikipedia entry for all of EGM's jokes, including the Sheng Long article that fooled me.
So tonight as I looked through the most recent issue, I did it with my librarian hat on. "What were the signs that the article was faked?" "Where is the additional evidence?" "Why does the image look doctored?"
Gaming was shaping my information literacy skills long before I even knew what the words to describe it.
10:06 PM | Tags: games, personal | 0 Comments
Matthew Weise interview
Do you have any questions that you answered about modding commercial games for education?
If so, please let me know.
I'm thankful to Matthew Weise for agreeing to do a phone interview later this week.
Here's the link again to the GDC session. The idea of modding an existing game engine for some information literacy skills is appealing to me. Information about benefits & pitfalls that Matthew and his team ran into with Revolution will be very useful to anyone thinking about modding for educational games.
5:02 PM | Tags: news, research | 1 Comments
The runner up is...
Even though Steffen's Walz's Playbe's Playce didn't win the "People's Choice" award over at SXSW, I'm still excited he was considered. I blogged about his website back in December and had a traded emails with him over the Holidays. I really think his site design has a lot of interesting applications for navigating subject guides through games.
If you haven't checked out Walz's work, please do so here. The idea of navigating through content via games is a novel way to reach students in what traditionally can be pretty dry content.
6:02 AM | Tags: applications, news | 0 Comments
For further reading...
I had some really good conversations with Andrew over at Gamerdad on Thursday and Friday. Gamerdad post his reading list last week and we had some back and forth about our research areas. I greatly respect Andrew's work over at Gamerdad and continue to recommend it to any parents with kids and video games. That being said, I was happy to be able to suggest some additional resources for his research. Who knows, maybe I'll end up with the title "Gamerdad's Librarian."
Our conversation got me thinking about my own gaming research. This weekend I took a break from strictly educational applications of games in order to dig a little into gaming theory and other issues. Here's what I've been reading this weekend. I'll post some thoughts and annotations early this week.
Caillois, R. (2001). Man, play, and games (M.Barash, Trans.). University of Illinois Press:Urbana. (Original work published 1958).
Juul, J. (2005). Half-Real: Video games between real rules and fictional worlds. Cambridge: The MIT Press.
Koster, R. (2005). A theory of fun for game design. Scottsdale, AZ: Paraglyph Press.
Schechter, H. (2005). Savage pastimes: A cultural history of violent entertainment. New York: St. Martin's Press.
edit: I started this post late last night, but I fell asleep on the floor of my boy's room trying to get one back to sleep without waking the other.
11:31 PM | Tags: literature | 0 Comments
Catching up with GDC
The Game Developers Conference has been going on all week. I've been keeping up on the news stories, but haven't had a chance to blog about them. Here are some of the stories and coverage I've read this week that fit nicely with game based learning and using games in education. The first two days of GDC were set aside for a Mobile games summit and a Serious Games Summit. The Serious Games Summit produced some good data, but not as much coverage as I hoped.
- Serious Game
The creators of the Neverwinter Nights : Revolution mod gave a GDC presentation on Monday afternoon, but I haven’t found any news or posts about it. I was really looking forward to hearing about this session since I’ve been reading more and more about their educational game and the idea of modding commercial games for educational purposes. The closest I’ve posts I’ve found come of the Education Arcade site but they are not directly about the session. Has anyone read anything about their session?
- Next-gen.biz has a story on how laptops for 3rd world countries opens the door for educational gaming and learning.
-The team over at Wired’s Game|Life are blogging all week long. They have a few key stories that fit in here:
How to make games that appeal to non hardcore gamers (or the other 90% of people who play)... article here
Here is Kohler's reactions to Sony announcement of the "Home" social networking features for the PS3.
I heard about the Sony's social networking ideas through 1up.com's podcast on Wednesday night. If you haven't heard about it, read Kohler's thoughts and then head over to Jenny Levine's theshiftedlibrarian to read her comments. Jenny's post is on the mark about the growing importance of social networking and the commercial success it could see.
What are you reading about GDC?
1:27 AM | Tags: news | 0 Comments
Game Literacy Quiz
Here is part of the video game literacy quiz that I gave the class today. Each slide provided us with a variety of talking points about the games / systems featured and the culture around them. Each image is clickable if you want a closer look. Also any % on responses are what the class answered... what would you answer?
There were a few other questions... but I've hit Bloggers limit... I'll put the full quiz in the notes tonight.
4:54 PM | Tags: applications | 2 Comments
Reaching out to religion...
I just got back from my class guest lecture. It went pretty well. I wish I had more time at the end for questions, but we had some discussion during the class. I'm throwing a few quick comments and reflections up now, but I'll post more later including: gaming literacy quiz, content notes, and a bibliography.
There were 3 goals to my session with these future pastors and youth ministers:
1) Build their personal awareness of video games and gaming culture
2) Discover educational uses and positive applications for games in their churches
3) Increase their awareness of both the positive and negatives of games - in order to engage parents
Their assignment was to play a video game. One second career student sat down with his 5th grader to play together for the first time. They had a blast together and he's now looking at ways of bringing gaming into their confirmation classes. As a parent and educator, I love that.
1:17 PM | Tags: applications | 0 Comments