Sunday, April 13, 2014

Gaming and the 21st Century Learner!

Come on in....welcome to my blog post about Gaming and the 21st Century Learner!

I've been researching some educational games that support student learning, and I believe my game nominations would greatly benefit students in a school library media center, a public library, as well as the classroom.  Let's Play....


Game 1:  iCivics 
  ICIVICS.png                                                                         
Year Published:  2010
Website: http://www.icivics.org/games/
Age Range:  Middle School +
Subject: Civics
Platform:  Online Website
Awards:  American Library Association Best Website for Teaching and Learning in 2013

iCivics is an engaging and educational online game site that teaches young people about civic engagement and participation. It was founded by Justice Sandra Day O'Connor and was first launched in 2010.
At iCivics, students can run for president, learn about branches of government, citizenship, separation of powers, media influences on government, the budget, the Constitution and The Bill of Rights, and how the Supreme Court really works; just to name a few.
Students playing iCivics, can register for a free account and gain access to all of iCivics features such as: badges, leaderboards, and impact points. Students can play games then donate their points to their favorite community service project. Then every 3 months, iCivics donates monies toward the service community project with the most points.

Game 2: GameUP BrainPOP and GameUP BrainPOP Jr.             
BRAIN POP.png

Year Published:  1999
Website:  www.brainpop.com/games/ 
Age Range: BrainPOP-Grades 3+
                    BrainPOPJr.-(K-3)
Subject:       All academic areas
Platform:     Online Website

I was first introduced to this award winning website in 2000 by my school media specialist. BrainPOP is designed for students in grades 3 and up, while BrainPOP Jr. is geared toward students in grades K-3.  GameUP BrainPOP believes in the power of video games to help students learn. They provide quality educational games in all subject areas while fostering critical thinking and motivating students to learn in a "new and more meaningful way".  At GameUP BrainPOP, students are also introduced into the world of game design and are encouraged to create their own games. Students who visit this online educational website can strengthen their skills in Science, Math, Social Studies, Health, Reading and Writing, English, and Engineering and Technology while playing fun and engaging games!  Visit this site to play, Flower Power, the popular fractions game. Here you can grow and harvest your own flowers.

Game 3:  ROBLOX
ROBLOX.png

Year Published:  2006
Website:  www.Roblox.com
Age Range: Ages 8+
Subject:  Computer programming, stocks, ratios, advertising, marketing and more
Platform: Online, iPad 2, iPhone4, iPod Touch 5th Generation

Recently I visited the Teen Room of my neighborhood library curious to see what online games kids were playing. I thought I would find them playing Minecraft. However, to my surprise, I noticed that all 5 teens were actively engaged in playing the online video game, ROBLOX.
 
After speaking to these teens, I discovered that this 3D video game allows players to create characters and build amazing virtual worlds using blocks. Players can create and customize their own virtual worlds and characters by using building bricks or blocks in various sizes, shapes, and colors using a program called, the ROBLOX STUDIO.

Several of the teenagers mentioned that they enjoy playing ROBLOX because of the social interactions (connecting with other users online). While other teens enjoy playing ROBLOX because it has remixes of games that they have played in the past.

ROBLOX is free to play, however members can purchase upgrades to enhance their gaming experiences.

Playing ROBLOX allows users to learn about computer programming and computer science. Parents also mention that ROBLOX helps their children to learn about stocks, ratios, and the advertising market. Players learn about marketing while earning "ROBOX" (currency) when programming and creating games for others to play.

Like iCivics, ROBLOX  donates money to help fund relief efforts. When players purchase "Hats" in the virtual catalog, the ROBLOX Corporation donates a percentage of that money to aid disaster relief or cancer research. ROBLOX, not only supports learning, but teaches our children to give back as well.


As an educator, I understand how essential it is that our 21st Century students connect academic content through educational gaming. I see it everyday in my classroom and in our school media center.  It's what kids are drawn too and that's why the progressive librarian supports and seeks ways to provide high-quality educational games and gaming opportunities in our school media centers and public libraries.

So, during my research on gaming, I found an interesting article from two of the most well-known people in gaming and gaming research, Kurt Squire and Constance Steinkuehler. The article was written in 2005, but the content and information is still relevant for today.
 
I summarized the article below so you can see what's happening in the gaming culture and how it's impacting our libraries.  Enjoy!

In the article "Meet The Gamers", Kurt Squire and Constance Steinkuehler, point out that, "game cultures promote various types of information literacy, develop information literacy, develop information seeking habits and production practices (like writing), and require good, old fashioned research skills, albeit using a wide spectrum of content. In short, librarians can't afford to ignore gamers."  In fact, many interesting and educational games motivate students to think critically, to design strategies for problem solving, to build and manage resources, and invest currencies, all the while allowing users to engage in learning through play.

So how can librarians connect to gamers and promote gaming?  First of all, the authors of this article suggest that librarians should carry compelling and interesting commercial games such as:  Civilization, Total War, Age of Empires, and Sim City.  Secondly, they suggest that librarians get creative by designing media game rooms and hosting game nights. Interestingly, the authors also noted that when teens visit the library to play irresistible educational games that spark high interest in history, politics, economics, geography, or construction, that these same teens are most likely to check out books that relate to that topic.

In conclusion, the authors of this article appeal to librarians to become advocates for the gaming community as it relates to our 21st century learners, hence they become obsolete.

To read the entire article click here:
 http://eds.b.ebscohost.com.ezproxy.lib.usf.edu/ehost/pdfviewer/pdfviewer?sid=6dedee51-1374-46fb-9e49-67e1ff536def%40sessionmgr112&vid=1&hid=104 
Positive Game Research Article:  MEET THE GAMERS
Reference:  Squire, K., & Steinkuehler, C. (2005). MEET THE GAMERS. Library Journal, 130(7), 38-41.


Since we're talking about gaming, I want you to play the BEST educational game ever invented...Rhyming Stars!

Alright, I'm just kidding around, maybe it's not the best game ever, but I did create this game using the online game designing program for kids (adults too), Scratch.  I had alot of fun creating this game, so I hope you enjoy playing it as much as my first graders do!  Have a blast, and let me know what you think. I can't wait to hear from you!





Wasn't that FUN and Educational...Play Again?

Well...between now and next time, ya'll come back you hear!









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