The Games and Gaming Roundtable is now accepting conference presentation proposals on games and gaming in libraries for the American Library Association Midwinter Conference, January 20-24, 2017 in Atlanta, Georgia. Presenters will be required to provide either a twenty-minute presentation with Q & A or an hour-long hands on workshop.
Proposals are due September 9th, 2016.
Please include the names and email addresses of the presenters, and the title, a short description, and 200 word abstract of your proposal.
If you have any questions please don’t hesitate to contact me at email@example.com.
Please pass this message on to any people you feel may find it relevant.
Chair, GameRT Program Planning Committee
MLIS 2015, School of Library, Archival & Information Studies (SLAIS), UBC
Webmaster, ASIS&T Digital Libraries Special Interest Group
Digital Services Chair, BCLA Readers’ Advisory Interest Group
Blogs and other projects: thematthewmurray.weebly.com
Research Suggests Students Learn More When Collaborating in Virtual Reality Games
By Michael Hart
In the research project led by Ph.D. candidate Gabriel Culbertson, 48 students were recruited to play two versions of the game. In one group, students were connected via a chat interface with another player who could, if they wanted, offer advice on how to play. The second group played a version of the game in which they were definitely required to collaborate on quests.
The research group found the students in the second so-called “high-interdependence” group spent more time communicating and, as a consequence, learned more words.
The research then expanded to a larger group of 186 Reddit users who were learning Japanese. After reviewing gameplay logs, interviews and Reddit posts, they found that those who spent the most time engaged in the game learned more new words and phrases.
The Cornell research team presented its research results at the Association for Computing Machinery Conference on Human-Computer Interaction in May in San Jose, CA.
more on games in this IMS blog:
more on virtual reality in this blog:
GAME-BASED LEARNING AND GAME CONSTRUCTION AS AN E-LEARNING STRATEGY INPROGRAMMING EDUCATION
Marie Olsson and Peter Mozeliu
more on GBL in this blog:
The death of game consoles is upon us
Microsoft kills off Xbox 360 after more than a decade
more about game consoles in this IMS blog:
The Fit Children of Seinäjoen
My note: the Spiegel article is about obesity and fitness, but I see if very congruent with gamification
But what are the Finns doing right? The answer is multifaceted and likely has something to do with the Finnish mentality, which tends to take an uncomplicated, pragmatic approach to problems.
More on the Finland phenomenon in this IMS blog:
game consoles in the library
from the LITA listserv:
Do any of you have game consoles in your libraries?
We currently offer PS3 and xBox but recognize there’s a whole new generation available.
Our issue is that xBox1 works best connected to the Internet. This allows full game play but opens up some issues in a library environment. Is anyone already offering these? How do you deal with patrons logging into their personal accounts on the consoles and perhaps forgetting to log our therefore leaving them exposed? These accounts store credit card info and game winnings. What’s a library to do?
Teton County Library
(307) 733-2164 x143
IT Dept x192
College Gamers Battle for Scholarships
By Dian Schaffhauser 04/04/16
More about games and gamification in the library in this IMS blog:
U Massachusetts Launches its First Online Badge Program
By Joshua Bolkan, 03/17/16
The University of Massachusetts’ online consortium, UMassOnline, has launched its first non-credit badge program.
Teaching with Call of Duty, World of Warcraft Subject of New Penn State Course
By Dian Schaffhauser, 03/18/16
“Gaming 2 Learn,” part of Learning Design & Tech, is being offered online to current and future educators through the university’s World Campus. Instructor Ali Carr-Chellman, who once published an article on the Huffington Post titled, “We Need More Games in Schools,”
Students who participate in the course will do a project in which they pick a commercial game and describe how it integrates with their chosen content area. They also need to watch kids play their favorite games and play alongside them, then reflect on those experiences.
More on gaming in this blog:
more on badges in this blog:
Infographic: How Game-based Learning Can Support Strong Mathematical Practices
discussion in LinkedIn ISTE group here: