Posts Tagged ‘ games

ILA 2007 Conference Declared a Success!

I had a good time at the Idaho Library Conference. The presentation I was involved with was well-received. I made some good networking connections. Also, many people echoed my concerns about the seemingly apparent disconnect between K-12 library skills and the preparedness of students on college campuses. It is a complex issue but it sounds like people are beginning to start a dialog about it.

The great people from SPLAT! made an appearance with a Wii video console. I learned how to cow-race. So watch out. All in all, a pretty good conference.

Below is a link to a video that was shown in one of the workshops. It is an ad for the company EDS (the same people that did that herding cats ad). The context for this video is that many of us are managing, creating, and running programs, services, etc. on the fly… literally. Check it out here!

Tags: education, games, information literacy, libraries, SPLAT!

Library Games

Check out the link below for some Flash computer games. Notice the book-themed ones at the top presented by the Los Angeles Public Library.  Wouldn’t these be great to put the desktops of our library computers? Wouldn’t these also be great if the games also imparted some library knowledge as well as provide a brief diversion for patrons? Games plus Learning equals that silly Micro-learning concept!

See the games here:  http://www.dinosaurdesign.com/index.htm

(Thanks to the SLIS Listserv for serving this up this morning)

Tags: games, microlearning

Digital Natives… Digital Whaa? Psst! That’s you dude!

A post in a local Boise blog suggests you can tell where someone lives in the city (and also their political orientation) based on what bike they ride. Strangely the bike pictured in the post is pretty reminiscent of the current ride which I pedal to work. I am not sure what to think of this post or even how seriously to take it. What I find interesting is that I don’t live in the part of the city my bike supposedly indicates I should. I might share the politics of a my fellow beach cruiser riders, but in truth economics determined the bike I ride, not who I voted for. The reality is that I couldn’t afford a fancy reliable mountain bike so settled for a beach cruiser. I live where I live because that is what the level of my paycheck (and debt) warrants (economics, again). What I take away from reading about my choice of bicycle is that generalizations can be awfully misleading and result in bad assumptions. In addition, I don’t like being pigeonholed into a political or geographic area simply because I ride certain style of bike. Dare I say, it hurts a little?

My point is stereotyping people may be convenient but it is far from accurate. This dovetails into not stereotyping library patrons and users. One of the latest buzzwords I hear which potentially stereotypes library users is the term “Digital Native” . According to the literature, “Digital Natives” are people who are supposedly “born digital” with computers in hand and a Myspace profile set up as soon as they pop out of the womb. A recent article at InsiderEd.Com titled When Digital Natives go to the Library (kudos to Resource Shelf for pointing this out to me) talked about an ALA session that included George Needam from OCLC who outlined suggestions for libraries regarding “digital natives”. A direct quote from the article provides a list of suggestions about “digital natives”:

  • Avoid implying to students that there is a single, correct way of doing things.
  • Offer online services not just through e-mail, but through instant messaging and text messaging, which many students prefer.
  • Hold LAN parties, after hours, in libraries. (These are parties where many people bring their computers to play computer games, especially those involving teams, together.)
  • Schedule support services on a 24/7/365 basis, not the hours currently in use at many college libraries, which were “set in 1963.”
  • Remember that students are much less sensitive about privacy issues than earlier generations were and are much more likely to share passwords or access to databases.
  • Look for ways to involve digital natives in designing library services and even providing them. “Expertise is more important than credentials,” he said, even credentials such as library science degrees.
  • Play more video games

For me this is all well and good, but I am reminded of a recent call for participants for a library-related survey that was asking specifically for “digital natives” to respond. I saw it advertised on local online music message board and one of the responses I saw amounted to “what the &%$! is a digital native?!?“. And this was from someone who is supposedly a “digital native” themselves. I applaud the survey for attempting this sort of outreach to library users in an attempt to provide relevant library services, but at the same time I think there was an assumption that “digital natives” were the patrons that needed “reaching” or perhaps more importantly assumed everyone (including our patrons) were reading the library literature and knew what a “digital native” was to begin with.

A strong lesson I have learned as a librarian is that just because a student/patron is using a computer, it doesn’t mean they know how to use a computer/technology. An analogy then becomes… because a student/patron has a cellphone, IM’s, plays video games, uses email, etc. that doesn’t automatically make them computer literate, technologically savvy, or for that matter a “digital native”.

Coming back to the misleading economics of bike ownership example, I think the idea of the “digital native” revisits and unintentially reinforces the concept of the digital divide. This sort of have/have-not divide between who uses technology and howthat technology is ultimately used. These differences in use and outcomes are definitely a product of economics. I have mentioned in the past that libraries seem to be the internet access point for people that lack the economic means for it elsewhere.

A recent essay by Dannah Boyd concerned the class division of MySpace (poor/”bad”) versus that of Facebook (affluent/”good”) has been getting a lot of mention on many of the websites I pay attention to. For me this is of great interest because it is not simply a monetary hardware issue but a software/website usage/access issue. So what then if a library creates a profile on Facebook? Are they then alienating a certain segement of their patrons by economics or class?

My advice (edit: for what it’s worth) to libraries and librarians is to simply talk to your patrons. Don’t assume because you read it in the literature that it is true for your community. Make the attempt to engage your patrons one on one with how they use (or want to use) the library. Second, stop with the labels. Drop “Digital Native”, GenNext, or whatever patron stereotype you are buying into. These labels cloud your thinking, don’t accurately describe your patron profile, and potentially alienate different segments of your patron population. Finally, be observant. Take the time to observe the ways patrons actually use your library and resources not just what you read. If they are playing games… great!… search for ways to tap into that. If your patrons are more MySpace than Facebook perhaps having classes exploring Myspace privacy issues or MySpace profile editing workshops. Plus there are tons of other social networking sites out there besides MySpace/Facebook and your users may be using those instead of the ones you only read about. Figure out what works for your library and your patrons.

Yes, library users have changed today compared with those 20 to 10 to even 5 years ago. But change (if anything) has always been a constant in libraries so why the panic and call for a revolution? A discussion about new and different ways patrons can use library resources is always important but don’t taint this conversation with unhelpful stereotypes. In summary: Outreach… Good! Patron Stereotypes… Bad!

More info:

When Digital Natives Go to the Library: http://insidehighered.com/news/2007/06/25/games

Viewing American class divisions through Facebook and MySpace: http://www.danah.org/papers/essays/ClassDivisions.html

Your Ride Tells it All Even with Bikes: http://www.boiseguardian.com/2007/06/18/your_ride_tells_all_even_with_bikes.html

Digital Native Project: http://www.digitalnative.org/Main_Page

More about the Digital Divide: http://www.ntia.doc.gov/ntiahome/fttn99/

Tags: digital natives, games, names, words

Games + Learning = MicroLearning

Something more that may fall in the category of microlearning… The New York Times has a recent blurb about how the test resource company Kaplan is providing SAT games for iPods. They also have a Myspace website (http://www.myspace.com/kaplan)  with links to the games and including links to SAT vocabulary building manga (Japanese style comics). This is the very idea of microlearning, providing little bits of knowledge from games and embedding learning in pleasure reading. Typically these things comics/manga, cellphone/iPod games, and the like are devalued as frivolous time-wasters. I know I learned a lot from reading comics as a kid.  I remember my mom was worried about my comic book reading but my teacher said as long as he is reading, he is learning. Indeed I was, I learned words like nefarious, uncanny, and shazam!

In the same vein, Wired has an article about the online game FatWorld which has players navigate through diabetes, food allergies, heart disease and death or as the game likes to call it “the politics of nutrition”. Fatworld is part of Persuasive Games a company that designs games for “persuasion, instruction, and activism.” Other games available include Points of Entry (a game about immigration), Stone City (a game to instruct Cold Stone Creamery workers), Elemental (a game that teaches chemistry), Take Back Illinois (a game about the Illinois election), among other weirdly informative titles. These games all seem like neat ways to get a point across, raise awareness, jumpstart the learning process and critical thinking, or all these things at once.

Again, I wonder if this idea of microlearning (games, etc.)  is something libraries can tap into somehow? Or will libraries be forced to tap into it because this what users want/expect? Maybe libraries will begin to provide more gaming stations like the Ada Community Library  that have brain games or trivia? Or perhaps our library computers will become chock full of games that have learning outcomes? I still think putting small games about LC/Dewey order or a random question quiz about library terminology would be an easy first step that would not only be fun but informative for our patrons.

More info:

New York Times Article: Prepare for the SAT Test, or Play With Your iPod? Have It Both Ways (published 6/25/07) http://www.nytimes.com/2007/06/25/technology/25kaplan.html

Wired article:Welcome to Fatworld! Experience Refreshing Moral Discomfort!http://www.wired.com/gaming/gamingreviews/magazine/15-07/pl_games

Persuasive Games: http://www.persuasivegames.com/

Tags: games, microlearning

The Game of Trust

A librarian friend spoke to me about having a giant jigsaw puzzle in her academic library.  It was both exciting and scary at the same time. She was fretting about people losing or stealing the jigsaw pieces. Yet, she was amazed that people actually would stop to work on the puzzle. End the end, nobody stole or lost a piece. The puzzle came together quite nicely and everybody, both librarians and patrons, were left with a good feeling from their collaborative effort to complete the puzzle.

Sometimes, I think librarians get caught up in the bureaucracies of doubt we create with our library policies, library fines, and patron stereotypes which leave librarians thinking the worst of our users instead of the best. This environment of doubt makes lends our thinking toward the worst possible scenario instead of the best potential outcome. We sometimes forget that libraries are built on a strong foundation of trust. Trust that a patron will return materials. Trust that libraries will spend tax payer money correctly. Trust that library will respect patron rights and privacy. This trust is a resource we don’t want to abuse but at the same time we need to realize that it is there to begin with.

Ultimately, the idea of trust involves risk. Risk that a patron will lose or deface a book. Rise that a patron will spill a drink in the library. Risk a new service will fail. Minimizing risk is the safe thing to do and our library policies are set up with that in mind. But the cliche still stands, “without risk there is no reward”. Sometimes the rewards are tangible (like funding for a successful library service) and sometimes the reward is simply goodwill like in the case of the puzzle.

A recent post on the S.P.L.A.T. blog was about the Ada Community Librarywhich has a Nintendo Wii that patrons can use. Having the Wii in the library involves some risk because it is not typically what you think a library would have. Also… people may break it, it may be too loud, it may encourage bad patron behaviour, etc. etc.  Yet, the goodwill this little device has generated for the Ada Community Library is a success in itself and as the blog post suggests can transform the library into many things for many different people:

With just a few video game purchases, your library can become something that appeals to nearly everyone, including a bowling alley, a karaoke bar, a racing simulator, and a rock concert… ( http://splat.lili.org/node/178 )

Libraries should understand that risk is part of the equation for any service. Yes, risk should be minimized if possible, but it shouldn’t be feared. Libraries already have a headstart regarding trust and the better we tap into that (without abusing it); the more risks we can take as libraries to meet the needs and expectations of our patrons.

Tags: games, SPLAT!, trust