Author Zora Neale Hurston said that "Research is formalized curiosity. It is poking and prying with a purpose.” The same could be said about video games, where a gamer explores new and unfamiliar areas, asks questions along the way, consults with outside resources to help understand the objective, learns new things, gains experience, and collaborates to achieve the prize at the end. In this presentation, Robin and Rachel discuss how gaming strategies can be applied to both in-classroom and online library instruction, and how these strategies can help retain students' attention as well as enhance their learning experience. They will discuss how the strategies used within the research process are remarkably similar to the strategies of gamers. The presenters will also highlight several academic libraries successfully incorporating games and gaming concepts into instruction through inexpensive or free open-source technologies. Should you choose to view this session, you will gain +10 to your toolbox of gaming resources, +15 to your ability to connect with students, +10 to your gaming strategies knowledge, and +5 to your creativity.
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Get Your Game On in Instruction
1. Get Your Game On
in Instruction
Gaming Strategies and
the Research Process
Rachel Vacek and Robin Dasler
University of Houston Libraries
Innovations in Teaching & Learning Technology Conference
Lee College, Baytown, TX
November 12, 2009
21. "...good video games build into
their very designs good learning
principles and that we should use
these principles, with or without
games, in schools, workplaces,
and other learning sites."
- James Paul Gee, author of
What Video Games Have to Teach Us
About Learning and Literacy
41. card games clickers
scavenger hunt interactive
puzzle hunts
role-playing
board games
murder mystery
team-focused
42. Gaming Strategies to take with you!
Create a "safe to fail" environment
Plan for discovery
Build reasons to be motivated
Encourage them to develop strategies
Use just-in-time learning
Incorporate interactivity
Allow for collaboration
Encourage customization
Let them demonstrate their expertise
Build on past skills
Provide continuous feedback
Update and expand new content continuously
43. References
Alexander, J. (2009). Gaming, student literacies, and the composition
classroom: Some possibilities for transformation. CCC 61 (6), 35-63.
Doshi, A. (2006). In How Gaming Could Improve Information Literacy . <http:
//www.infotoday.com/cilmag/may06/Doshi.shtml>
Gee, J. (2003). What Video Games Have to Teach Us About Learning and
Literacy. New York: Palgrave Macmillan.
Harris, A., and Rice, S. (2008). Gaming in Academic Libraries: Collections,
Marketing, and Information Literacy. Chicago: ACRL.
Holmes, T. (2007). The hero’s journey: An inquiry-research model. Teacher
Librarian, 34 (5).
Levine, J. (2006) Gaming and libraries: Intersection of services. Library
Technology Reports, 42 (5).
Library Gaming Toolkit <http://librarygamingtoolkit.org/>
44. For more info...
Robin Dasler
Science & Mathematics Librarian
(and avid gamer)
University of Houston
rldasler@uh.edu
Rachel Vacek
Photo by Rachel Vacek Web Services Coordinator
(and WoW addict)
University of Houston
revacek@uh.edu
Photo by Cindi Trainor