Learning Spaces: Interactive Technology, Interactives, Widgets, Apps, Augmented Reality, & Gaming
Gaming
If you want to engage young people, think games.
"By a large margin, teen internet users’ favorite online activity is game playing; 78% of 12-17 year-old internet users play games online,4 compared with 73% of online teens who email, the second most popular activity for this age group. Online teens are also significantly more likely to play games than any other generation, including Generation Y, only half (50%) of whom play online games." (Generations Online in 2009, Pew Internet, 2009)
People of all ages enjoy computer and web-based games. To find out what's popular, go to What They Play: The Family Guide to Video Games.
Many libraries are embracing gaming. Check out the SJCPL GameBlog called Save Point. Also explore the Ann Arbor Public Library Game Blog.
Explore Learning with Games from ThinkPort.
Read Adults and Video Games by Amanda Lenhart, Sydney Jones,and Alexandra Macgill (Dec 7, 2008).
Read Getting Serious About Games In Libraries.
Games for Learning
Game-based learning is gaining in popularity. The area of Serious Games (SGs) combines entertainment with instruction and training. For example, gaming that involves simulation often feel like play, but contain powerful learning experiences based on real-world situations and consequences.
Play the original SimCity Classic online.
Visit the PDA Participatory Simulations project at MIT. Browse their games. Look for the social, collaborative, participatory, and interactive aspects of the projects.
Read Learning in the Wild: What Wolfquest Taught Developers and Game Players (2009).
Read Teens, Video Games and Civics by Amanda Lenhart (Sep 16, 2008).
Read Teaching Science for Understanding: The Research Behind Science Court™ (PDF) by Tom Snyder Production.
Read Proof of Learning: Assessment in Serious Games from Gamasutra.
Read Using Video Games as Bait to Hook Readers by Motoko Rich in New York Times.
Listen to Games for Learning: What Can I Use? or read the PDF by John Galto.
There are many examples of the connection between learning and gaming. For example, Interactive Fiction (IF) is simulation software designed that allows learners to practice composition skills while creating characters and building communities. Tools such as Inform can be used to create this type of interactive fiction.
Go to Marc Prensky for lots of articles on this topic.
Many websites contain interactive games. Check out examples at National Geographic and Get Body Smart.
Explore exampes of learning games and quizzes:
- ClassMarker
- Go To Quiz
- MyStudiyo - create multimedia quizzes
- ProProfs
- Quia - subscription-based
- SMILE and CLEAR from MSU
- What2Learn
Multi-User Games in Learning
Increasingly games are being design for multiple users across the Internet. Explore multi-user games. Think of the fun you could have at Jam Legend. It's like Guitar Hero and could be a fun event at a music progam at the library.
Explore examples of multi-user games:
- Play the News - multiuser
- Tutpup - play math and spelling games with others around the world
- Software Prodigy - lots of multiplayer games
Learn More
Games in Libraries - a podcast about games, gaming, and gamers in libraries
Gameology: News, Commentary and Resources for the Game Studies Community
Prensky, Marc. Don't Bother Me Mom -- I'm Learning: How Computer and Video Games Are Preparing Your Kids For Twenty-first Century Success -- and How You Can Help!
Prensky, Marc. Digital Game-based Learning.
Murray, Janet (1997). Hamlet on the Holodeck: The Future of Narrative in Cyberspace. MIT Press.
Interactive Resources
- Colonial Williamsburg Interactives
- Uptoten - games for young learners
- Virtual Classroom: Roles of Water
Links to the materials in this section can be found in the navigation bar on the left side of this page. You've reached the end of the course materials.
