Archive for October, 2008

National Gaming Day Resources

Thursday, October 30th, 2008

 With only two weeks left, it’s not too late to put together an event for National Gaming Day on Saturday November 15, 2008! Some resources:

ALA Virtual Communities and Libraries Membership Interest Group Announces ALA SLymposium in Second Life

Wednesday, October 29th, 2008

The American Library Association Virtual Communities and Libraries Membership Interest Group is pleased to announce its first ALA SLymposium to be held in the virtual world of Second Life on ALA island on Saturday November 8.  There is no charge for the event.  The fall SLymposium will offer a look at what all types of library-related organizations are doing in Second Life.  A companion symposium for spring will explore what all types of library-related organizations are doing in other virtual environments.The keynote speaker for the SLymposium is Tom Peters, CEO of TAP Information Services, and author of the recently released “Libraries and Virtual Worlds,” an ALA TechSource publication.  Peters is also one of the conveners of the VCL MIG.   Other speakers include Sonja Morgan-Plummer, Tina Coleman from ALA, Carrie Pennell from Harvard University, FT Takacs from University of South Carolina, Carol Perryman from University of North Carolina SLIS, Kelly Czarnecki from Public Library of Charlotte & Mecklenburg County, and Sue Bergren, a graduate student from the University of Illinois.To register for this event, go to http://tinyurl.com/5eypwwFor more information on the event, please contact Tom Peters at tapinformation@yahoo.com, Lori Bell at lbell927@gmail.com, or Sonja Morgan at sonjamorgwain@yahoo.comEvent Schedule8:00 A.M. – Welcome and KeynoteTom Peters, author, ALA TechSource Library Technology Report on Librarianship in Virtual Worlds8:30 A.M.  – Public and Rural Libraries in Second LifeSonja Morgan. Mark & Emily Turner Memorial Library9:00 A.M. – Library Associations in Second LifeTina Coleman, ALA9:30 A.M. – Academic Libraries in Second LifeCarrie Pennell, Harvard UniversityFT Takacs, University of South Carolina10:00 – 11:00 A.M. – Break11:00 A.M. – Special Libraries in Second LifeCarol Perryman, Coordinator of Health Infoisland11:30 A.M. – Schools, Teens and Tweens in virtual worldsKelly Czarnecki, Public Library Of Charlotte & Mecklenburg County12:00 P. M. – Graduate library students in Second Life – Sue Bergren12:30 P.m. – Social

Call for Chapter Proposals: Gaming for Classroom Based Learning

Saturday, October 11th, 2008

CALL FOR CHAPTER PROPOSALS

Proposal Submission Deadline: January 31, 2009

Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study

A book edited by Dr. Young Kyun Baek

Korea National University of Education, Republic of Korea

http://www.igi-global.com/requests/details.asp?ID=522

 

Introduction

The new generation is particularly accustomed to playing games anywhere, anytime. Small mobile devices such as cellular phones and PDAs are in their hands at all times; they are ready to play! Thus, digital game-based learning, in which students are playing a game while they are learning is highly motivational as a game motivates students to engage in learning.

 

Digital games offer a powerful extension of play into complex simulations of concepts, theories and facts needed for classroom-based learning. This book will focus on advanced research topics concerning the implementation of games in classroom settings and will provide models for adopting games in classrooms at a variety of levels.

 

Many researchers have been reporting the potential of games as a tool for enhancing students’ achievements and individual variables related to their learning even though opponents are worrying about its harmful effects on players. However, there are many games which can be used and have been used in the classroom as tools for holding students’ attention, enhancing classroom activities, and helping students summarize what they have learned.

 

There are major challenges. In what ways should we implement games in a classroom? Is there a special type of game adequate for classroom teaching? Under which model of teaching are games most effectively used? What do we need to consider for the successful integration of a game into the classroom? What does previous teaching experience with games suggest to us in terms of research and development questions? This book will raise and answer these kinds of questions and provide both frameworks and concrete examples of how researchers are addressing the issues.

 

 

Objective of the Book

This book’s mission is to create an edited collection of essays that can be integrated into pre-service and in-service teacher training programs. This book aims to develop a trainee’s understanding of instructional games in order to increase game use in the classroom. For the theoretical reader, the book will support the examination and consideration of learning and pedagogical theories within a gaming context. The practical reader will find that this book assists people in the use of games that embody those theories.

 

 

Target Audience

The target audience of this book will be composed of professionals and researchers working in the field of game-based learning in classrooms. It will include educational technologists, educational game developers, in-service teachers, pre-service teachers, teacher educators, and graduate students in educational psychology and educational technology.

 

 

Recommended topics include, but are not limited to, the following:

Description of digital game-based learning: definition, background, and current research and usage in education

Methods, principles and structures for game use in classroom

Cases and examples of teaching games in various subjects

Future directions for games in teaching and learning

 

Submission Procedure

Researchers and practitioners are invited to submit on or before January 31, 2009, a 2-5 page chapter proposal clearly explaining the mission and concerns of his or her proposed chapter. Authors of accepted proposals will be notified by February 15, 2009 about the status of their proposals and sent chapter guidelines. Full chapters are expected to be submitted by April 15, 2009. All submitted chapters will be reviewed on a double-blind review basis. This book is scheduled to be published by IGI Global (formerly Idea Group Inc.), publisher of the “Information Science Reference” (formerly Idea Group Reference) and “Medical Information Science Reference” imprints. For additional information regarding the publisher, please visit www.igi-global.com.

 

 

Inquiries and submissions can be forwarded electronically (Word document) to:

 

Dr. Young Kyun Baek

Korea National University of Education

youngkyun.baek@gmail.com

Gaming in the News

Tuesday, October 7th, 2008

Both the Christian Science Monitor and the New York Times covered gaming this week, examining the phenomenon as the future of reading, and the future of education.

The NYT Times article references the Pew Internet & American Life Project study, Teens, Gaming & Civics, that revealed 97% of youth ages 12-17 played a game “yesterday”