Title: Learning Games and Simulations: Implications for Libraries
1Learning Games and SimulationsImplications for
Libraries
- Wisconsin Library Association
- 2007 Annual Conference
- October 16-19
- Green Bay, WI
2What this session covers
- Learning games and simulations
- Many with health themes and content
- for all ages
- characteristics
- Gamer demographics
- Peek inside some healthy games and sims
- Where to learn more
3Lots of Questions
- What constitutes play?
- What constitutes learning?
- When does play become work?
- Where do they blend and blur?
- Can we learn better through play?
- What does the research show?
- Are gaming spaces the ultimate mashups?
- Weve wired classrooms, libraries, our homes and
ourselves! - NOW WHAT?
4- Games are widely used as education tools, not
just for pilots, soldiers and surgeons, but also
in schools and businesses - Games require players to
- construct hypotheses
- solve problems
- develop strategies
- learn the rules of the in-game world through
trial and error - juggle several different tasks
- evaluate risks
- make quick decisions
- Playing games is, thus, an ideal form of
preparation for the workplace of the 21st
century -
- -The Economist. London Aug 6, 2005.
Vol. 376, Iss. 8438 pg. 9
5(No Transcript)
6Whos Playing?
- 69 heads/households play computer or video games
- 32 heads/households play on wireless devices
- Avg age of buyers is 40 (video and computer)
- Seniors fastest growing user group
- Why?
- 79 of all players report physical exercise avg
20/wk - 93 report reading books or daily newspapers
- 62 consistently attend cultural events
Entertainment Software Association (ESA) Website
(accessed 9/26,2007)
7Whos Playing?
Entertainment Software Association (ESA) Website
(accessed 9/26,2007)
8Whos Playing?
Entertainment Software Association (ESA) Website
(accessed 9/26,2007)
9Whos Playing?
Entertainment Software Association (ESA) Website
(accessed 9/26,2007)
10What are We Playing?
11Is it a Game or a Simulation?
- Does it matter?
- Simulations are acceptable
- Games viewed with skepticism
- Can we blend them effectively?
- Technologies expanding horizons
- Research on gameplay and learning
- Economics of fun (Castronova)
- When is play work? (Yee)
12Simulations are
- Non-linear
- Interactive abstraction
- Dynamic sets of relationships
- Responsibilities result in consequences
- Models of systems or environments
- Sometimes like games
Gibson,David.Aldrich, Clark Prensky,Marc. Games
and simulations in online learning research and
development frameworks. (2007)
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14Simulations for Skills Training
- Flight simulators classic example
- As training tools and games
- Clinical skills training
- SimMan
- Military/Security training
- Americas Army
- Language skills
- Cultural sensitivities
- Virtual disaster simulations
- Play2Train in Second Life
15MultiUser Virtual Environs (MUVES)
- Building virtual realities
- Social context
- Participatory learning environments
- Learning shells to be filled
- Second Life
- Croquet
- River City
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18Games are
- Linear
- Organized play
- Competitive fun
- Rule-based
- Defined by privileges, penalties, constraints
- Sometimes blended with simulations
Gibson,David.Aldrich, Clark Prensky,Marc. Games
and simulations in online learning research and
development frameworks. (2007)
19Games for Health
20Big Games/Sims
Tiny Games/Sims
21Malaria Mosquito Game/Sim
http//nobelprize.org/educational_games/medicine/m
alaria/
22http//nobelprize.org/educational_games/medicine/
23Pulse
APRIL 10, 2006
24More Pulse
25Sims for Learning/Training
- Imitation of real world characteristics
- Modeling real-life or imaginary situation on
computer - Study and skills training
- Health sims
- Multiuser Virtual Environments (MUVES)
- River City
- Second Life
- Sims with gaming characteristics
- Trauma Center Under the Knife
- Second Opinion
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27Libraries in Second Life
28Second Health Hospital (UK)
29Nutrition Made Interesting
30Teaching Immunology
31Serious Games for Health
- Nutrition
- Monster Nutrition
- Food Pyramid Blast Off
- Body is the Game - Fighting Cancer
- Re-Mission
- Nanoswarm
- Exercise
- Brain Age
- The WII
- DDR
32Blurring the Boundaries
- Between
- Games and Sims
- Work and play
- Learning and gameplay
- Serious and trivial pursuits
- Virtual and real worlds
- Validity and fantasy
33Trends Speculations
- Cross-generational use of games and sims
- Future learners more visually demanding
- Social networking in digital spaces
- Learners want to be engaged
- Hybrid learning increasing
- Blending/Blurring of learning tools and
environments - Increased mobility yours and the technologies
(Starbucks McDonalds) - Working and playing online
- Technologies without borders
- Research continues
34Implications for Libraries and Librarians
- Instruction
- Collections
- Reference
- Development
- Librarians as content experts
- Special events
- Research
35Instruction/Orientation
- Jeopardy
- Big game at Ohio State
- Information literacy
- Nutrition and fitness
- Self-guided phone tours
- Language games
- Second Life course
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37Collections
- Libraries Circulating Games Wiki
- Online Books Page (Uni Penn)
- Stanford Universitys Video Game Collection
- Kentucky public library to carry video games
38Special Events
- Game nights
- Tournaments
- Guitar Hero
- Dance Dance Revolution
- Wii
- Big games
- Board games
- Games for change
39Where to Learn More
- Serious Games Initiative
- The Shifted Librarian Blog
- Game On Games in Libraries Blog
- Library Games Blog
- Conferences
- People
40Its all about learning
So Let the Games Begin!
41Thats All Folks!
Ulrike Dieterle, MA, MLSDistance Services and
Outreach CoordinatorEbling Library School of
Medicine and Public Health University of
Wisconsin-MadisonPH 608.262.8025 udieterle_at_wisc.
edu