Tuesday, July 19, 2011

IL Games and Video Games in Libraries

After reading the article by Cohen, Miner, and Nishikawa concerning the creation of two games to complement their IL program, several things came to mind.  It seems like one of the greatest challenges was for the students to fully understand what is meant by information literacy and for librarians to fully understand the mechanics available within a games creation that would fit well with information literacy instruction.  One important factor in the creation and establishment of these games was the level of  collaboration between the two groups. This conversations that ensued offered the students a much broader idea of what librarians hoped the games would accomplish.  For example, that the games were not meant primarily as a means to enhance research for a paper, but instead to assist them in finding and using information as they do every day through search engines, such as Google.  Since the games were to be implemented around 2009, I wonder what the usage statistics are and if they have been embraced by students for their intended purpose.

Video games have never been a good fit for me..I was never very successful at the few I attempted back in the early phases of game consoles.  Suellen raises some salient points in her article on games in libraries, that have raised my awareness in several areas.  If promoted in a positive manner, it seems like video games do have a place in libraries.  I'm sure there are many library patrons that still think libraries should be quiet spaces to read and reflect, and don't quite view them as social spaces. While there are still quiet places to be found, libraries have been gradually transformed into social spaces as well.  I was surprised and pleased to learn that according to Squire and Steinkuhler (2005) very often students interested in games will check out books that somehow relate to print materials--either through a specific genre or related topics!  As Suellen mentioned, children are learning differently in the digital world, and storytelling becomes a interactive learning environment as they manipulate the games, identify characters, and become creators of the story.  Having not considered this before, I think it is a great feature that video games allow children to discover consequences of their actions in a risk-free environment. 

Thanks, Suellen..this article has changed my view of the value of providing video games in libraries.


Loraine

1 comment:

  1. As I told another student, you really don't have to agree with me...but I'm glad you got something out of it. :)

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