Getting video games on the school agenda

For anyone who showed an interest in using video games for educational learning, there seems to be a plethora of information around about libraries, schools and gaming. You may have to refer to one or more of these sites to get gaming on your school agenda. Here is a selection of those sites.

 The American Library Association has a website named ‘The Librarian’s Guide to Gaming’, which is ‘an online toolkit for building gaming @ your library. There is a lot of information on the site which includes ‘tools and resources’, ‘best practice’ and ‘evaluation’.

American Library Association Gaming Toolkit

American Library Association Gaming Toolkit

 Helen Boelens recently let IASL members know about some more video game research that was being carried out. She says, “The research is being carried out by a researcher at the CLU (Centrum Leermiddelen Studie Utrecht – Centre for educational tools Utrecht), together with Kennisnet, which is a Dutch national foundation which supports the use of ICT in education in the Netherlands. The CLU is affiliated with the University of Utrecht, a university which has a strong faculty of education. The study which is being carried is about the effect of serious gaming on young people of upper secondary school age (16 years of age and older) and how these games can be used as educational tools, as part of their education. This research is presently taking place. A final report will be published when the research has been completed.”

 Some other discussions about using computer games in schools include Computer games explore social issuesby Kara Platoni. “Students have to win PeaceMaker, a simulation of the Middle East peace process, twice — once while playing as the Israeli prime minister and once as the Palestinian president.”

Patricia Edgar (the founding Director of the Australian Children’s Television Foundation) and Don Edgar have written a paper on the topic of Television, Digital Media and Children’s Learning for the Victorian Curriculum and Assessment Authority which promotes the use of all types of media in learning and teaching.

School change and video gamesby Mark Wagner, Ph.D. looks at school change through video games.

Learning to game and gaming to learn: videogames in education is a wiki with a lot of links to research that has focused on the relationship between video games and school learning.

 Videogames as learning enginesby David Warlick is another presentation that looks at the correlation between video games and learning.

 And don’t forget the State Library of Victoria is offering a chance to find out what gaming is all about at an evening of interactive play and mini-tournaments. Discover a range of video games and consoles, and meet game experts from Dissecta. It will be held on Tuesday 7 April (school holidays for Victoria) from 6-7.30pm at the State Library, in Experimedia. The session is free, but bookings are required. Please click this link to book in.

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After pondering the future of libraries, including school libraries for a while now and thinking about 21st Century Learning after hearing Professor Stephen Heppell speak at the State Library of Victoria in November 2008, it’s probably time to address the concept of gaming in schools, libraries and school libraries.

Are you still reading? You haven’t fainted? Great! Library staff of all makes and models have always been exellent at managing change and the takeup of Web 2.0 over the past year or so has proven that to be true.

Gaming in schools does seem to inspire strong reactions in some people, however the Department of Education and Early Childhood Development’s Knowledge Bank: Next Generation team are currently leading action research with selected teachers in Victoria to identify potential technologies that may support learning and teaching. This project is supported by The Department of Education and Early Childhood Development, The Department of Innovation, Industry and Regional Development (Multimedia Victoria) and The Department of Broadband, Communications and the Digital Economy.

In term 2, 2009, these technologies include gaming consoles such as Nintendo DS, Nintendo Wii and Xbox 360. Being a DEECD project, there are strict guidelines and record keeping so all research can be validated. This is a major step for the DEECD in acknowledging the educational potential of gaming and backing up ideas with action research. Bright ideas will keep you up to date with developments and outcomes of the project.

Some of you may have heard Derek Robertson speak when he was in Australia in November 2008. Derek heads up the Consolarium, which is a part of Learning and Teaching Scotland. The Consolarium highlights the positive outcomes of using gaming in schools and gives excellent examples of particular games and how they have been used by teachers. The Consolarium blog has been in action since September 2007, which seems like a long time in the world of technology. Derek has lots of examples on the Consolarium blog of excellent uses of games in schools.

In late 2008, an Australian study focussing on interactive entertainment was published. Some remarkable statistics were uncovered such as:

  • 88% of households own a device for playing games
  • The average game player is 30 years old
  • Female gamers made up 46% of the gaming population.

If these facts have raised your interest about the possibilities of using games in an educational context, the good people of the State Library of Victoria are offering a chance to find out what gaming is all about at an evening of interactive play and mini-tournaments. Discover a range of video games and consoles, and meet game experts from Dissecta. It will be held on Tuesday 7 April (school holidays so no worries about going out on a school night) from 6-7.30pm at the State Library, in Experimedia. The session is free, but bookings are required. Please click this link to book in.

Hope to see you there!