Libraries may be one of the best learning environments for gaming for the same reasons libraries have always been good learning spaces. They are a multipurpose classroom where students can play, think about the playing, independently learn to play or learn from each other.
So librarians as an instructional partner often co-plans with teachers about opportunities for gamification in the curricula which may include the most challenging areas in the course.
There are a number of studies indicating recreational gameplay impacts cognitive process and how that might transferred to other kinds of learning and learning environments. Libraries are collaborative spaces and newer educational digital games accommodate multiplayers with students working cooperative rather than competitively.
A game-like public school in New York City, Quest to Learn, (Q2L) has teachers who are licensed by the Department of Education. Students take required standardized tests. But at Q2L, a team of game designers, curriculum specialists, and after-school mentors work with teachers to design rigorous, engaging, game-like learning environments, including the design of classroom games.
In the article, Video Games as Digital Learning Resources: Implications for Teacher-Librarians and For Researchers by Teddy Moline, Faculty of Education, University of Alberta, Canada showed examples of students being highly self-motivated to play and learn. One teen reported, “You never start out as the master of anything. You have to practice that skill and use it constantly to increase and improve. Another stated that he gained satisfaction from accomplishing goals and being capable of figuring things out on his own.
The teens rarely showed frustration in another study. It was part of the gameplay to solve a task. They found it exciting and imaginative. They trusted themselves. They experienced tension rather than frustration.
Librarians see gaming as a way to formalize learning. Just as librarians understand themes in urban lit and fan fiction can be a launchpad to more classical literature, it is the same with gaming. Gaming help students, as they search for answers to move through the required tasks, maximize inquiry-based learning. In my role as librarian, I teach kids how to formulate questions and investigate thereby creating for themselves new understanding and knowledge. All of these skills are core to gaming.
As positive as gaming is for school libraries, some educators are skeptical because of cost for equipment, software, training and maintenance. Logistics and planning may also be an issue.
Cited:
Quest to Learn: A collaborative effort to design engaging game-like learning environments | Gaming Life
Karen Jensen, TLT on April 12, 2017- Brigid Alverson on April 12, 2017- Travis Jonker on April 12, 2017- Elizabeth Bird on April 12, 2017- Amanda MacGregor on April 11, 2017- Travis Jonker on April 11, 2017- Elizabeth Bird on April 11, 2017- Robin Willis on April 10, 2017- Colby Sharp on April 10, 2017 - http://www.slj.com/2012/12/opinion/the-gaming-life/quest-to-learn-a-collaborative-effort-to-design-engaging-game-like-learnng-environments-gaming-life/
A whole new game: digital games, information literacy and the school library
http://thinkspace.csu.edu.au/gblcompendium/part-2-provocation/a-whole-new-game-digital-games-information-literacy-and-the-school-library/
Opinion: Video games in libraries? A smart move There are a number of studies indicating recreational gameplay impacts cognitive process and how that might transferred to other kinds of learning and learning environments. Libraries are collaborative spaces and newer educational digital games accommodate multiplayers with students working cooperative rather than competitively. Ruben Navarrette - http://www.cnn.com/2013/08/15/opinion/navarrette-library-video-games/



I like the idea of an after school gaming area in the library. Do you have this in your library currently? In terms of cost, I don't think brand new consoles would be necessary, older consoles could be used and bought cheap second hand. How well they work may be an issue but a good hard blow on those game cartridges is sometimes all they need. Problem solving skills are definitely important for students to learn and there are so many games that tap into that. Using games to practice that skill is great because students are having fun and don't realize that they are learning - maybe not learning content, but definitely life skills that are necessary.
ReplyDeleteRecently retired, but the very last school library had video gaming going on under my nose before I realized it. I often check out HDMI cables and whatnot for kids to connect, so I didn't catch on at first. But groups of kids would take out consoles from their backpacks, connect and start gaming. When I return to the school library hopefully this Fall, I want to be more proactive in acquiring games across platforms that really impact learning. So often, we put gaming and other technology on the back burner because of funding and logistics. But the tables that I hacked with tabletop monitors were already there. Already had the cabling. Students were proactive in the gaming. I let it happen. I think there is a lesson there in using what's available to get started.
DeleteSonja,
ReplyDeleteYou brought up some great positive points about gaming... the constant feedback, the low stress environment, continuous challenges. Your quote, "I teach kids how to formulate questions and investigate thereby creating for themselves new understanding and knowledge. All of these skills are core to gaming" really caught my attention. That is what education is going for - new understanding, the ability to investigate without a guide, and the proper forming of questions. Why is it taking us, as educators, so long to use these games properly????
I'm smiling because some times it takes educators just getting out of the way. I think that "old think" is first barrier that WE need to dismantle. The kids are already there. If we learned how to facilitate what's happening with kids already, our usefulness increases.
DeleteSonja,
ReplyDeleteGaming sounds like it could be a good fit for the library. Our librarian doesn't have a video game station, but she does have a spin on the current fad of the escape room. We have 3 sets of boxes. They are solid wooden boxes and there are 3 boxes nested inside of the larger boxes. Since there are 3 sets of them different teams can race or compete against each other. The idea is that these boxes are locked and students have to work with their teams to find clues and solve problems to figure out the codes to unlock the boxes. I have not planned one of these activities, but we did try it as a staff in a training. It was a pretty fun game and we didn't even need technology for it.
-Shannon
Glad you brought up the non-video gaming. Reminded me of musical chair game in reverse. Students were to figure out to make sure no one was left standing once the music stopped. It was a lesson in leadership and teamwork. I saw this activity going on in my library and I jumped right in. That's me saying, " Let's go, Let's go" in the video link. The point is gaming in all forms can be invaluable https://www.youtube.com/watch?v=9NntYd6m6f8
Delete