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.