Date post: | 20-Jan-2017 |
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PLAYING FOR KEEPS
G A M E D E S I G N A N D I M P L E M E N T A T I O N F O R L O N G -T E R M L E A R N I N G
C A T H E R I N E FA H E Y, M L I SS A L E M S T A T E U N I V E R S I T Y
M A R C E L A Y. I S U S T E R , M L I SM C G I L L U N I V E R S I T Y
READY, SET...
GAMES AND INFORMATION LITERACY
Learning through gamesVS
Games that teach mechanics or test knowledge (scavenger hunts, library
Jeopardy)
THE GREAT INFORMATION LITERACY GAME AT SSU• Designed for Summer Bridge Academy 2015
○ Program for Students on Conditional Acceptance (6 weeks)○ Information Literacy Course (1.15 hs a week x 5 weeks) taught by
librarians.• No class prep between classes• Teams investigate a topic or “mystery” in depth, gaining access to
research tools as they advance levels.
CHOOSING YOUR AUDIENCE• Who is your
audience?• What kind of skills do
they have?• What is their
attention span?• What are their
needs?
SETTING LEARNING OBJECTIVES• What is the overarching
goal?• What do you expect
participants to learn?
Keep it simple and realistic
THE NEW ACRL FRAMEWORKSix Frames:• Authority Is Constructed and Contextual• Information Creation as a Process• Information Has Value• Research as Inquiry• Scholarship as Conversation• Searching as Strategic Exploration
CHOOSING THEMES• Vehicle for learning skills • Makes the game
interesting• Stay current• Look for links with your
institution and/or audience
WRITING THE RULES• Inspiration from casual games
(Angry Birds, Solitaire, Candy Crush)
• Mechanics to reinforce learning, not to learn game mechanicso Level basedo Collaborative/Co-operative
(player with player, not player vs. player)
o Harry Potter House Cup Rules for classroom management
DEVISING A SCORING SYSTEMInspiration from existing source
evaluation models: CRAAP, SMELL• Adaptable• Scalable• Winnable
CHOOSING YOUR MEDIA AND PREPARING MATERIALS• Public domain images
o Google Images - Usage Rights filtero Flickr - Creative Commons filtero Wikimedia Commonso https://pixabay.com/o http://www.publicdomainpictures.net/o http://search.creativecommons.org/
• MS Publisher is your friend• Google Docs is also your friend• Stationery stores
.. .GO!
REACTIONS
SCORING• Using a rubric, students rank sources
o Good sources get more points• Scoring done by other teams
o Peer assessmento Student-led learningo Flipped classroom
• Teams had to be able to justify why their scoringo Accountabilityo Knowledge of materials
PRIZES• DO NOT make it all about
the prizes• They do not need to be
expensive• The next level is the
reward
SUCCESSES• Game was implemented by three other
librarians• Game can be easily used in subsequent
years (just change the themes)• High levels of student engagement• Ownership over learning• Serendipitous learning led to valuable
lessons• Covered the entire curriculum• Immediate assessment
Oh, I get why we are doing
this!
I can't use my cellphone, I'm in the library
class!
LESSONS LEARNED• Playtest. Playtest. Playtest. • Describe the mystery scenarios
more fully• More focused themes• Monitor time carefully• Coordinate rules and prizes with
other librarians
BONUS ROUND
CREATE YOUR OWN GAMEPlanning • Who are your players? • What do you want to accomplish?
– What is Winning? – What are they Learning?
• How much time do you have?– One-shot class vs. semester?
Constraints: • No Trivia Games• Playable with pencil & paper (and library computer)
QUESTIONS? COMMENTS? CONCERNS?
COLLABORATIVE GAMES• Pandemic
https://boardgamegeek.com/boardgame/30549/pandemic• Escape the Room Games
https://en.wikipedia.org/wiki/Real-life_room_escape
CASUAL GAMES• Solitaire/Patience
https://en.wikipedia.org/wiki/Patience_(game)• Candy Crush Saga
http://candycrushsaga.com/
CLASSIC LIBRARY GAMES• Scavenger hunts – e.g. Library Amazing Race
http://www.geneseo.edu/~costello/website/Amazing%20Race_lesson.pdf
• MLA Jeopardyhttp://web.arc.losrios.edu/~library/mla_jeopardy.ppt
• The Library Game (gamification of library usage and services)http://librarygame.co.uk/
GAMIFICATION IN LIBRARIES• Designing Gamification in the Right Way. (2015). Library
Technology Reports, 51(2), 29-35.• Gamification in Education and Libraries. (2015). Library
Technology Reports, 51(2), 20-28.• Walsh, A.(2014). The potential for using gamification in academic
libraries in order to increase student engagement and achievement. Nordic Journal of Information Literacy in Higher Education 6(1): 39-51.
GAMES IN EDUCATION• Faiella, F., & Ricciardi, M. (2015). Gamification and learning A
review of issues and research. Journal Of E-Learning & Knowledge Society, 11(3), 13-21.
• Holmes, J. B., & Gee, E. R. (2016). A framework for understanding game-based teaching and learning. On The Horizon, 24(1), 1-16. doi:10.1108/OTH-11-2015-0069
THANK YOU!C AT H E R I N E FA H E YC FA H E Y @ S A L E M S TAT E . E D U
M A R C E L A Y. I S U S T E RM A R C E L A . I S U S T E R @ M C G I L L . C A