Beyond Space Invaders: Gaming Technologies in Libraries 1.0 Presented by Gloria J. Reaves Library...

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Beyond Space Invaders:

Gaming Technologies in Libraries 1.0

Presented by

Gloria J. Reaves

Library Media Specialist

McKinley Technology High School

District of Columbia Public Schools

Washington, D.C.

gloria.reaves@k12.dc.us

The Conversation

begin the conversation of school library professionals using video games technology to enrich the library program

My intent is to

engage relevant parties in the conversation

McKinley Technology High School (MTHS) is a newly renovated, public technology high school in the nation’s capital that is becoming a model for the District of Columbia and surrounding high schools.

James G. Davis Construction Corporation

McKinley Technical High School closed in 1997, lay dormant while much political debate eventually determined its future

James G. Davis Construction Corp. – Bernstein Associates Photo

The school re-opened in August 2004 as McKinley Technology High School with a 21st Century mission, emphasis and focus.

McKinley is predicted to be at the forefront of preparing the next generation of techites as employers for jobs yet to be named, and employees for jobs yet to be created.

Resources invested in McKinley Technology HS represent hope - a new beginning for high schools and quality education in DCPS

In its third year resurgence, McKinley is demonstrating a penchant for innovation and creativity

MTHS is the first school in the world to install a Vicon Motion Capture Studio to be used by students to design educational video games.

The gaming emphasis gives students exposure to the field, and provides a support structure that will enhance students’ academic and practical skills

in the core concentrations of broadcast technology, biotechnology, and information technology.

Additional Uniqueness

McKinley is also unique in that it combines

• a first class liberal arts education with

• the job skills development of a technical program.

Students are being prepared to go college and/or to go directly into the workforce.

Technology Across the Curriculum

At MTHS, technology is the adhesive that strengthens teaching and learning across the curriculum.

General graduation requirements

Area concentration requirements

Technology

In U.S. History and American Government, 11th and 12th graders are transported to different times and eras through lessons enhanced by:

• PowerPoint presentations using data projectors • Graphs • MP3 downloads• Textbook web page activities.

Social studies and history brought to life

Via implementation of technology in the classroom

Geography classes utilize Geographic Information Systems (GIS)

to construct, analyze, and reinforce mapping concepts.

In a Web Design class, students create web pages on an academic area of interest

• The Civil War,

• A chemistry experiment,

• Spanish language project,

• Algebra in action, etc.

In this 21st Century high tech setting, the library media program

is a challenging and comprehensive work in progress.

James G. Davis Construction Corp. – Bernstein Associates PhotoLibrary – July 31, 2002

Library After Renovation

Mission

To thoroughly support the information needs of students as they develop knowledge and expertise in the areas of bio/medical, information, and broadcast technologies.

Vision

To increase students’ desire to use the Library, and their ability to effectively locate and use information via an exciting video game that takes players on a tour of the facility, and instructs in information literacy and research essentials.

It has been documented that we, educators, are dealing with a new kind of child

October, 2006

Exploring A New Approach

In order to:• encourage students to deepen their interest in the library, • become better acquainted with what it has to offer, and • provide efficient and effective services

A new approach is needed

January 21, 2007

There exists an intense interest in the activity of gaming

Some libraries encourage gaming Some libraries host gaming tournaments Some libraries purchase and circulate video games

This new approach appeals to students’ interest in gaming and the concept of utilizing gaming technology to create a product that will generate interest in the library as a valuable resource and catalyst for student achievement.

An Intense Interest In Gaming

So why not exert the effort to capture some of the gleam found in the eyes of students engaged in a video game?

The intensity, the joy, the focus, the engagement!

Some college libraries have already started “talking about using video games technology to

produce ‘virtual worlds’ to deliver library services.”

Information Today, June 2006

Conversation Prompts

a. Reading of the previously noted article

b. Lack of innovative technology model-ship at the school level

c. McKinley Technology HS IT Department’s establishment of the Senior Projects class

d. The idea of What if…

A non-profit organization

A teacher or department at McKinley

Local Community

Students use video gaming technology to produce a product for

Information Technology Senior Projects Class

Create for the Library Media Center

a tour, that will eventually expand into an orientation session

in the fashion of a game where students employ some of the same techniques and strategies used in popular video games. All of which to be accessed from the Library’s website.

Collaborated with the IT Department

Communicated my idea for a gaming product

A student was assigned

A New Creation

Kellee Herbert and Larniece Brown are the seniors who worked on this endeavor

1. Consultation

2. Planning/Journaling

3. Picture taking

4. Rendering the photographs

5. The Product

Steps taken

Photo of Reference Section

Rendered Photo

Photo of Biography Section

Rendered Photo

Photo of chairs w/fabric

Rendered Photo

Photo of entrance

Rendered Photo - Entrance/Exit

The Process

The Results

Next Steps

• Continue working with McKinley’s IT Department

• Assemble a team of 8-12 students to continue work on the project

• Increase the amount of time spent on project to include summer programs, and internship slots

• Locate mentors in the gaming industry to provide additional guidance and expertise

Will not be the case w/gaming technology in school libraries

Gaming applications in bibliographic instruction is in the initial phase

Concept will keep evolving as research and technology continue to make breakthroughs

“Our amazement with new computer technologies frequently leads us

to adopt new devices too hastily…”Quentin Schultze

An Essential Guide to Public Speaking, 2006

What We know

There exists a new generation of students with interests so imbedded in technology that we cannot hope to reach them without engaging in the same.

There is incentive to meet students where they are, including their gaming interests.

Gaming technology is a real possibility for positively impacting qualitative school library use.

Scholastic Library Publishing Research Foundation Paper, 2006 edition

Research since the 1990’s indicates

As

• Teacher/librarians,

• Information/media specialists, and

• Contributors, in numerous capacities, to the education community

School library professionals must continue to seek innovative ways to enable students to become lifelong learners through the process of accessing and using information and ideas efficiently and effectively

Steamroller Story

Special Thanks

McKinley Technology High School

Dan Gohl, Principal

Rick Kelsey, Director - Information Technology and Gaming Academy

Jeff Kelsey, Instructor -Information Technology and Gaming Academy

Faculty and StaffDC Public Schools

All Library Media Specialists

Family, friends, and colleagues

The End

Beyond Space Invaders:

Gaming Technologies in Libraries 1.0

Presented by

Gloria J. Reaves

Library Media Specialist

McKinley Technology High School

District of Columbia Public Schools

Washington, D.C.

gloria.reaves@k12.dc.us