GAMERT (Gaming) Round Table

last person joined: 12 hours ago 

The mission of the Games and Gaming Round Table is to provide the following:
  • A forum for the exchange of ideas and concerns surrounding games in libraries;
  • Resources to the library community to support the building and maintaining of library game collections;
  • A force for initiating and supporting game programming in libraries;
  • Create an awareness of, and need for, the support of the value of gaming and play in libraries, schools, and related learning communities.
  • Create an awareness of the value of games and gaming in library outreach and community engagement plans.
  • A professional and social forum for networking among librarians and non-librarians interested in games and gaming.
  • 1.  How Can We Involve Academic & School Libraries More in NGD2009?

    Posted Apr 10, 2009 08:00 AM

    Hi, Everyone --

    It's never too early to start planning now for National Gaming Day 2009, which will take place on November 14 this year. Last year's event was aimed primarily at public libraries, in part because it took place on a Saturday.

    This year's event is again on a Saturday, but we're looking for ways we can make it a longer event that starts during the week so that we can involve more academic and school libraries. Help us brainstorm - what kinds of things can we do this year?

    Thanks!
    Jenny

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Jenny Levine | ALA staff | Find me on Connect @ http://connect.ala.org/user/65016



  • 2.  RE: How Can We Involve Academic & School Libraries More in NGD2009?

    Posted Apr 10, 2009 11:57 AM

    One of the things we have had great success with in our school/public collaborations for summer reading programs is using school libraries as a conduit for information. If the school librairians have information, they can mention it during class times. Announcements in school newsletters and other publications that go to students and families can also help raise awareness. Though this isn't direct involvement, it is a way to help school libraries feel like they are part of the program.

    For more direct involvement, could there perhaps be a Sneak Peak Week before NGD where interested school libraries would get copies of the game and be able to teach it with students? Is there some sort of encouragement that could help public and school libraries run this together? Extra copy of the game? Some sort of recognition somewhere? A really nice thank you at least? 



  • 3.  RE: How Can We Involve Academic & School Libraries More in NGD2009?

    Posted Apr 11, 2009 01:47 PM
    I already have a partnership with a school library where we do an afterschool gaming/tutoring program. I will encourage them to pass the word on. I guess my point with mentioning this is that there are a lot of public libraries that have year round relationships with school libraries and perhaps finding some ways (book talks, promoting summer reading as Chris mentioned, promoting teen read week or teen tech week, etc.) that gaming might fit in year round with what we already do, will help make NGD one more event that we can partner with.


  • 4.  RE: How Can We Involve Academic & School Libraries More in NGD2009?

    Posted Apr 14, 2009 06:10 PM
    Just before NGD 2008, I took Pictureka, Quiddler and Top Trumps to a couple of school workshops. Though we didn't have time to play for long, the librarians first reactios were to figure out ways for the kids to create their own versions of the games! And they were seeing ways to fit that process into the curriculum.

    Unfortunately, I don't think any of them had actually heard of National Gaming Day.  Closer partnering with public libraries throughout the year would certainly help. Good idea to have a preview week (or two...) with the games being available in schools.


  • 5.  RE: How Can We Involve Academic & School Libraries More in NGD2009?

    Posted Apr 16, 2009 12:07 PM

    I propose the following 4 ideas in advancing the notion of increased academic library involvement:

     

    1. Feature NanoGaming as the nexus of Sci/Tech/Med education by promoting

    NanoMission™ modules at medical school libraries:

     

    NanoMission™ by Playgen ™ utilizes game-based learning in interactive 3D environments to augment nanoscience instruction. Learners are introduced to concepts of quantum physics, microelectronics, molecular structures, pico-to-giga metre spatial relationships and nanoscale imaging, self-assembly of molecules, nanomedicine and cancer drug delivery systems, environmental micro-organisms and viral proliferation, nanomachines, nanomaterials development and manipulation, atomic force microscopes, electron microscopes, scanning tunneling and probe microscopy, nanostructural modification, nanorobots, nanosensors, nanomotors, wave particle density, principles of uncertainty, and quantum computing applications.  As virtual biomed scientists immersed in the nanoworld of a graduate student, her Professor, and a cancer patient, student gamers fight against time and disease by navigating via the bloodstream to a tumour site, learning to avoid natural defense mechanisms. In another module, students identify toxic micro-organisms intentionally released by an evil scientist and fight to save the world against fatal, genetically- modified algae which have turned lakes red and possess the potential to kill animals and humans. NanoMission™ helps teachers and professors achieve their pedagogical aims with lessons plans, handouts, and links to other supplementary resources.

     

     

    2. Conduct a NanoQuest™ tournament between competing engineering, life sciences, and pre-med students (conceivably where Nano High activities are already a campus component such as at University of California at Berkeley and State University of New York at Albany):

     

    The NanoQuest™ project incorporates quintessential scientific aspects of physics, chemistry, and biology to engage students in cutting-edge activity of nanotechnology. Gamers escape from

    entrapment by navigating a molecular nanocar which they build from buckyballs, carbon nanotubes/nanowires, finally journeying over scorched surface of a quantum processor. Other challenges met by student gamers are the virus attack bonus  which features a 3D adventure inside of an animal cell and also NanoPool, where students' junior-level understanding of electrostatic forces and charged molecules is enhanced with curriculum supports for these topics: states of matter, elements, substances, crystals, static electricity, blood cells, DNA, cells, carbon dioxide, water, atomic and molecular structures, force, friction, magnetism, electrical circuits, heating effects of current, and electronics. Former NanoQuest™ competition winners, scores, and leader board are still posted on its website.

     

    3. Proceeding from the position of "training the trainers", Dr. David Gibson's (University of Vermont) books Games and Simulations in Online Learning and Digital Simulations for Improving Education as well as the presentation of his December 2008 "Teaching with Online Games" webinar on the Elluminate® platform can be suggested as acquisitions to participating NGD librarians.

     

    4. Lastly, within the purview of medical school and hospital libraries and beyond to associated clinics, collaboration can occur between ALA/NGD and Serious Games Initiative's Games for Health Annual Conference (June 2009) which fosters research and development of healthgaming for patients. Among patient applications resulting from SGI are videogames for amputees and cancer patients in remission. I envision ALA/NGD incorporating SGI into a year-round endeavour for patient and caregiver education via multimedia.

     



  • 6.  RE: How Can We Involve Academic & School Libraries More in NGD2009?

    Posted Apr 28, 2009 09:16 AM

    I like these ideas, although obviously ALA can't force any partnerships or prep work before NGD. I just noticed an article about "Gaming Ambassadors" in the current issue of the Games for Educators newsletter - http://tinyurl.com/cegd3y. Could students be game ambassadors and work with the public library to plan NGD?

    Side note to Polly: there's an ad on the G4E site for a game called Wlidcraft: An Herbal Adventure Game. :)

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Jenny Levine, ALA staff | jlevine@ala.org | http://connect.ala.org/user/65016



  • 7.  RE: How Can We Involve Academic & School Libraries More in NGD2009?

    Posted Apr 28, 2009 03:27 PM

    Nothing like an  group of enthusiastic 9 year olds as gaming ambassadors! That would be a great idea.

     p.s. thanks Jenny for the Wildcraft link. More fun stuff to buy!