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Gaming and the School Library
Transcript of Gaming and the School Library
1,281 libraries registered for International Games Day.
483 libraries filled out the survey after International Games Day.
17,152 participants played games in libraries worldwide
25 libraries participated in the Mario Kart time trial tournament
24 libraries participated in Super Smash Bros. Brawl tournament.
26 libraries on all 6 inhabited continents playing in 7 languages participated in the Global Gossip game. What is currently going on with gaming in libraries Games have the ability to teach difficult concepts to today's young people while keeping them engaged and receptive in ways that classroom handouts can't achieve.
They promote various types of information literacy, and research habits.
Simulation games offer models of the real world that are far more complex and of a grander scale than the relatively limited scenarios that a lab or class activity can offer. They also allow students to explore alternate scenarios and learn about something along the way.
Games are a suggested intervention for children with ADD and learning disabilities. Why should we care about gaming in libraries? "Gaming attracts that section of the teenage public that would not normally darken the door of a library." What is gaming in the library all about? What are the implications of gaming in school libraries for instruction, learning, and technology integration? References And... a study done at Beth Israel Medical Center in New York City showed a definite correlation between playing video games and being adept at laparoscopic surgery. Instructional games align with the core curriculum.
They actively engage students in the learning process.
They can help educator’s better measure the effectiveness of their teaching and can improve learning outcomes for students.
Incorporating interactive tools in the academic environment stimulates student motivation and increases student involvement.
Games can accommodate different learning styles.
Good games incorporate learning principles that are not traditionally taught in the classroom (examples: risk-taking, exploring, and trying new things). References
Krinsky, J. (2011, December 07). [Web log message]. Retrieved from http://jamiekrinsky.wordpress.com/2011/12/07/implications-of-gaming-in-education-today/
Neiburger, E. (2007). Video games support the curriculum and develop a new form of literacy. School Library Journal, Retrieved from http://www.schoollibraryjournal.com/article
Neiburger, E. (2009). Gamers.. in the library?! the why, what, and now of videogame Nicholson, S. (Performer) (2012). Gaming in libraries, session 7 -- a brief history [Web]. Retrieved from https://www.youtube.com/watch?v=iN9wV0FObX8tournaments for all ages. Chicago: Amer Library Assn Editions
[Web log message]. (2012). Retrieved from http://childdevelopmentinfo.com/learning/teacher.shtml
[Web log message]. (2012, November 16). Retrieved from http://ngd.ala.org/