HockeyLibrarian (hockeylibrarian) wrote,

Gaming, Information Literacy, and the college student

This place is packed. 10 minutes in and I'm sitting down at the very back of the room on the floor. SRO spilling out into the hallway.

High-school/College students have a specialist language. Yu-Gi-Oh cards (several clauses). Popular culture engages for entertainment with highly specialized languages. But we can't teach em in school.

complex non-vernacular language, specialist language in the
Librarians play games. (good portion of the crowd are gamers, even more have kids who game).

Kids don't read manuals for the games. Written in a technical language, doesn't make you better at the game. Reading the book doesn't mean you can solve the problem.

gentle laughter throughout

After playing the game for several hours, then the "book means something"
Associating images, actions and dialog with everything in the game.

Thus biology textbooks mean nothing, they haven't played with that stuff. Play first, read next.

Technical language loses its nastiness when it has situational meanings.

People don't understand through abstraction and words out of context but through Images, actions, experience, dialog

Popular culture exposes kids to complicated thinking and language in ways that work.

Video games build into themselves learning principles. Since its long hard and complex (he had hair before he started a few years ago). People pay 50-60 dollars to play this long hard and demanding thing (they'd never pay that for algebra) so you'd better be able to learn the thing or they won't sell more games.
Video games are a problem solving space.

Learning Principles: (borrow for academics?)
Lower the consequences of failure. ---(Add more lives ;) If you don't explore and don't look everywhere, you miss lots of things (easter eggs). When you fail and look around, take the opportunity you get something good. Engage the Failure.

Play as inept. (How we learn our first language)! --- What a concept

Players are placed high on the agency tree. You have to make decisions

Games order problems well. -Don't pick problems that will lead them down a garden path. First problems should lead to fruitful hypothesis for the future. (Level Path)

Cycle, Challenge you can barely do, get a boss, rethink your mastery to prepare for challenge for a new level
Challenge Consolidation Challenge (a cycle by which anyone becomes a master at anything)

Stay within but at the outer edge of doable.

Games encourage players to think of systems and relationships.

---Wish I could see the ppt a little better... Refreshing to have a speaker who doesn't read off it

Games give verbal language to you just in time or on demand. (Not hours before you need it).

Leaning is embodied and affected by emotion. The emotional charge stores learning. If it matters to you, you learn it. Games make things matter.

Games recruit smart tools, distributed knowledge and functional teams. You don't have to have all the knowledge. Teams of swat members who know how to be swat teams. Partnership with character and player. Also multiplayer teams. Scientists have smart tools. WoW -video games take stuff that people think are a pain in the butt and make em fun. Cross-functional teams. priests, warriors, etc... with also generalized knowledge so that they can integrate seamlessly. High stress workplace as a form of entertainment.

Nobody learns anything unless you give them a new identity. Make them want to _be_ the carpenter, scientist etc. Identity is where the emotion comes from.

View of intelligence (baby boomer view, how fast and efficiently you move towards a goal). Games punish that view. Take your time, explore everything and rethink your goals.

The act of modifying the game, even as you play. Except many will let you edit levels, parts etc... Take AND Modify info.

Kids who modified the entire icelandic history.

Difference between games and simulation in science?? -Games are simulations that you are inside of. A surrogate body is in there. Scientists are not in there so much. Scientists however, think and talk as if they were in the simulation.

His argument: Games ultimately leads not to an attitude of how to do and use, but how to modify. "Modding Attitude

We should love to play games with children too. (end of author's talk)

Mr. George Neeland.

Apply rules that gamers have accepted to libraries.

Self-service, disaggregation -oclc environmental scan pattern recognition

Gamers are so highly wired and continuously connected they represent a sea change in culture.

Why is an old poop talking to us? -he does game. Not MMPOG. keyboard sounds on phone is games. English major, history minor. Love to see metaphors. Work cheaper than others.

John Joseph Duffy (Buffalo NY 1889) Grandpa. 31 when mass communications broke out. TV -hated milton berl 80 when people walked on the moon -shaped by the world he grew up in; assassinations, growth of technology, economic
1958 first video game. space war 1962 actual computer game, instructional computer game (how to use their computer)

Pong! (1975 SNL routine talking over pong game)
Nintendo founded in 1889 for hand painted playing cards. gameboy 1989
airwarrior first online airwarrior game for civilians. Genie service, $10/hr to play

How many gamers are there: no one really knows online vs. mmpg vs. at home yahoo backgammon, space marbles
75% of all statistics are made up on the spot -*smirk* -Speakers bible said he had to do this slide.

Nextgen, digital natives / immigrants, gamer generation -Names for those who grew up in the games

Doesn't matter the demographic spread or how many they are. !!! Today's students think and manage conflict in different ways than their predecessors, large amounts of data, ethical and moral decisions etc...!!!!

10 yo who has control over a world.. "With gaming you're involved and in control"

used to cell phone dial index finger =immigrant, thumbs = native, no cell = never left the old country.

I have an accent because I can remember an analog world?

Librarians have to help the digital immigrants become more comfortable in the digital environment.

Immigrants -more linear thinking
Natives -twitch, random access, text is less important than visuals, results oriented, fantasy

Master of Fine Arts =MBA

gamers are always the heros of their games - center of what they're doing
world is a logical human friendly place
move between tasks

-Life should be fun
-Multiple paths to victory and winning really is everything
-Failure along the way is not just an option it is to be expected
leaders cant be trusted
life should be fun

Compete, Collaborate (when the game is over), Create

games are built by the players who play them -how can we let people electronically write in the margins?

multiple paths to the good stuff- not a linear transaction.
many formats, platforms
Consider the non-print learner
Librarian as the information priest is as dead as Elvis, get over it!!!

(Transformation workshop quote) Comments from perceptions "Stop making it like church" altar of the reference desk with high priestess with missal of the terminal and if you are found worthy your question will be answered....

What can the user contribute rather than being a passive recipient?

RETHINK where we serve. games are ubiquitous. Home, streets, cars, phones etc... Information is ubiquitous we should be so to.

Online services are Journeys and Markers, not Destinations!!! Librarians like to search, patrons like to FIND

Privacy??? People have a different idea of what needs to be kept private. Gaming world and other social networking sites. 85% in the silly survey were willing to trade in their computer password for a $5 starbucks coupon

SHORTCUTS not training!! on time in demand learning when it is needed. "Let me show you a short cut, this will make it faster" vs. Let me teach you something.

We're a risk adverse profession. Gamers are not, ready, fire, aim!

Expertise through experience is more important than titles or credentials!

Games provide constant feedback, either you're playing the game or you're being knocked out. Status level bars. New generations of employees want CONSTANT feedback on what they're doing.

Try offering services we haven't in the past, more than just IM and text message services. Cues should come up as you need it. Throw a LAN party in your library. (Incredible success in Public libraries). Appeal to the people who might not think of the library as a place for a gamer.

Bring digital natives into your planning processes. Build for the current generation instead of the last one.

Old UB prof- Nothing in the library should be considered a loss-leader to bring people in.

Jenny Levine's book for TechSoruce is fabulous.

Grandson born in OH 1999 a member of college class 2017 or 2019. world trade center, film, phones always cell and touchtone google has always been a verb (age 3)

Nothing is built on stone, all is built on sand, but we must build as if sand was stone.

Gamers know there is no such thing as game over, reboot pick a new avatar and get over it.
Tags: ala, ala2007, ala_annual_2007, annual2007

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