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The Librarian's Guide to Gaming:

An Online Toolkit for Building Gaming ala @your library  logo

HISTORY TOOLS AND RESOURCES BEST PRACTICES CALENDAR

"The library highlights that gaming is a legitimate area of study in college and makes it possible for researchers at UIUC to have access to resources they need to write on this topic."

~parent
 

Gaming in the Classroom

University of Illinois @Urbana-Champaign Library, IL

Civilization 4 cover   David Ward and Mary Laskowski led projects to develope a combination of public and classroom support programs to investigate best practices for integrating games as teaching tools into academic curricula. One such project included integration of the off the shelf PC game, Civilization, into the course CMN 280, Communication, Technology and Society.

 

Literacy Connections

Much of the material collected by the library is print-based. The secondary goal of curriculum and research support has literacy connections. Since the collection supports the curriculum it is applied in a variety of ways that help develop students' critical thinking and information evaluation skills effectively using the information in classroom learning situations.

 

Funding

The Undergraduate Library uses monograph funds to purchase the games, with an approximate budget of $4-$5K per year. The library uses gift funds and donations to acquire consoles, with approx. $2000 spent on current generation and vintage consoles. The Undergraduate Library is in the process of upgrading teaching facilities to allow instructors use of gaming consoles in classes.

 

Impact

Learning outcomes include: students analyzing how culture and technology affect societal growth using Civilization IV on reserve and in a library gaming lab; and students discussing and comparing the role of music in gaming through a program featuring campus researchers and local game company Volition.

Currently, UIUC is working on building support for gaming consoles into their multi-media classroom space. To date, they have installed a PS3, and are working on hardware to allow other major consoles to be installed for instructor use (both librarians and other departments).

 

Resources

For more information, please contact David Ward at dward@illinois.edu or Mary Laskwoski at mkschnei@illinois.edu.

Sandvig, et al. Video Games in Education. Ed Tech, 2007. http://www.cites.illinois.edu/edtech/FSI/2007/presentations
/using_video_games_in_education.pdf
. February 12, 2009.
This presentation includes sample assignments built around the game, student quotes/comments, and other useful information about the course goals and outcomes.

Ward, David, Mary S. Laskowski and Christian Sandvig. 2008. "Gaming in the classroom: A model for support in an academic library." Gaming in Academic Libraries: Collections, Marketing and Information Literacy. Chicago, IL: Association of College and Research Libraries (ACRL): 52-65

Christian Sandvig's class page for CMN 280, Communication, Technology and Society.

UIUC Gaming Initiative

UIUC Gaming Literature

UIUC Game Collection

UIUC Videogame Research Guide

Riveria, Mark. "Podcast Story: The Undergrad library participates in National Gaming Day." DailyIllni.com. November 18, 2008.

Allgood, Erik. "Undergrad Library hosts gaming event." Daily Illni.com. November 14, 2007.

Cheng, Andrea. "Video games now available at Undergrad: Collection to be used for research, entertainment." DailyIllni.com, February 20, 2007.

Dixon, Vince. "University to celebrate legacy of American music: Lectures, concerts, exhibits educate students about U.S. history, heritage." DailyIllni.com. November 1, 2007.

Kline, Greg. UI library stocking video games for research, fun. Gazette News. February 10, 2007.

 

HISTORY TOOLS AND RESOURCES BEST PRACTICES
  That Was Then: A brief history of gaming in libraries.

This Is Now:
A snapshot of gaming in libraries today.


 

Talking Points: Connecting games & literacy.

Evaluation:
Tools to measure your success.


  First Steps:
Easy, low-cost models for beginners

Next Steps:
Models large in scope and scale.

Gaming @ your library is an initiative of the American Library Association.
This initiative is generously funded by the Verizon Foundation