SlideShare ist ein Scribd-Unternehmen logo
1 von 29
Information Literacy &
Gamification using Minecraft

Valerie Hill, PhD
Lewisville ISD Librarian
Adjunct Instructor TWU
ALA Midwinter 2014
@valibrarian
What is literacy?

lit·er·a·cy
lit-er-uh-see
noun: literacy
1. the ability to read and write.
Information Literacy includes all formats:
physical, virtual, and augmented.
•Digital literacy
•Media literacy
•Traditional literacy
•Transliteracy
•Audio-Visual literacy
•Web literacy
•Print literacy
•Balanced literacy
Print, electronic, digital, virtual, 3D, au
gmented, mixed reality

Virtual experiences feel life-like through haptic technology.
(Hecher et al, 2011)
Video games are now considered a literary genre.
In participatory digital culture, learners
both consume and produce (prosumers).
Alvin Toffler
In other words…
Consume
• Read
• Listen
• Watch a video
• Play the game
• Collect
• Subscribe

Produce
• Write
• Talk or sing
• Make a video
• Create the game
• Curate and share
• Upload
Virtual Worlds & Education
OLD Model: Buy the toy- Play the
game

NEW Model: Build games with
embedded educational content
Gamification in education (James Paul Gee)
Virtual worlds are one of many ways to teach
information literacy in digital culture.
Learners of all age groups
Adults in Virtual Worlds

Banned Books Week - Discussion

Children in Virtual Worlds

Virtual Anne Frank Museum
Registered Accounts in Virtual Worlds
Information Literacy has changed.
At what age

to create

do students begin

Digital Footprints?
Digital Citizenship
Let’s Visit
MinecraftEDU
My School Library
Project Purpose
• Use gamification to embed information literacy
• Allow students to lead PBL project
• Continue my research on virtual worlds in
education & libraries
• Get students excited about learning
• Use physical library as virtual “makerspace”
Why Use MinecraftEdu?
• Teach students in a way they will find fun and engaging
• Get your students excited about their History class, or their Social
Studies class, or virtually any other subject, by hosting the class in a
virtual Minecraft World
• MinecraftEdu provides great flexibility for customizing the student
experience to your subject/course material
• MinecraftEdu provides controls to prevent your students running
amok and straying off course
• Many students will already be familiar with Minecraft, reducing the
learning curve
• Minecraft worlds and projects created by other teachers are
already available to download and use, making implementation
easy and cutting down course planning time
• Setup and installation is easy, and the load on your IT resources is
easily manageable
• Did we mention it’s fun and the students will love it?
FROM
http://theedublogger.com/2013/11/21/gaming-in-education-minecraft-in-schools/
A 3D Virtual World designed for building with cubes.
Getting Started
•
•
•
•

Get familiar with the game
Obtain school district approval
MinecraftEDU vs Minecraft
Understand purpose (real learning
embedded in new formats)
• Failure is acceptable! No fear of
embracing new frontiers
The desire to create resides in each of us.
“What can we make?” asks the child.
Step by Step
1. Start small (student led)
2. Brainstorm purpose (digital citizenship
was our chosen theme)
3. Regular meetings (after school club)
4. Guidance from teacher/librarian (keep
them focused but allow creativity)
5. Document progress
Listen, observe, and
allow for creativity
Interesting comments from the students:
“Stop trolling me!”
“Have you ever heard of griefing?”
“How do you (insert question here as it
was heard repeatedly through
collaboration)?”
“Will you teleport me to your house?”
The final product…
In spring 2013, we successfully created an
original video game in Minecraft. Students
who complete the challenge demonstrate
understanding of basic digital citizenship and
cyber safety.
View our machinima on Youtube
“Digital Citizens in Minecraft”
Machinima on Youtube

http://www.youtube.com/watch?v=lKMYGOUyTY0&feature=share&list=UUrxwLEmZILcl7
4lwKx2wJSQ&index=9
Future Plans

The project continues.
Fifth grade videogame creators
work toward the goal of presenting
to third grade “testers”.
Q&A
• Remember emerging tech trends
will continue to change.
• No one single application is
“best” or absolute for teaching.
• Collaborative, constructivist
learning is expanding as we now
live in digital participatory
culture.
• 21st Century Learning Standards
can be embedded in new
formats.
Bibliography
American Library Association. 2007. Standards for the 21st Century Learner. Chicago: American Association of School
Librarians, 2007.
Creative Commons photos from http://photopin.com/ and http://www.bigfoto.com/
Gee, James Paul. 2003. What Video Games have to Teach Us About Learning and Literacy. New York: Palgrave
Macmillan.
Harris, Albert L., and Alan Rea. 2009. Web 2.0 and virtual world technologies: A growing impact on IS education.
Journal of Information Systems Education 20, (2): 137-44.
Hecher, M. M., Möstl, R. R., Eggeling, E. E., Derler, C. C., & Fellner, D. W. (2011). 'Tangible Culture' - Designing virtual
exhibitions on multi-touch devices. Information Services & Use, 31(3/4), 199-208.

Hill, Valerie, and Hyuk-Jin Lee. 2009. Libraries and immersive learning environments unite in second life. Library Hi
Tech 27, (3): 338-56.
Kzeroworldswide. 2013. Virtual world reports. http://www.kzero.co.uk/
Mastel, Kristen, and Dave Huston. 2009. Using video games to teach game design: A gaming collection for libraries.
Computers in Libraries 29, (3) (03/01): 41-4.
Peterman, Dana and Timothy Grieg. 2007. Shifts in Library and Librarian Roles: ALA/ Tech Source Gaming. Learning
and Libraries Symposium. Library Hi Tech News incorporating Online and CD Notes, (24(8), 25-29.
Webber, Sheila and Diane Nahl. 2011. Sustaining Learning for LIS through use of a Virtual World. IFLA Journal
(37)(1): 5-15.

Weitere ähnliche Inhalte

Was ist angesagt?

Synthesis of opener 7 Collaborate or Die
Synthesis of opener 7 Collaborate or DieSynthesis of opener 7 Collaborate or Die
Synthesis of opener 7 Collaborate or Die
guestddee28a
 
Creating effective digital citizens
Creating effective digital citizensCreating effective digital citizens
Creating effective digital citizens
nor923
 

Was ist angesagt? (20)

Etalking Libraries
Etalking LibrariesEtalking Libraries
Etalking Libraries
 
Network Literacy 101
Network Literacy 101Network Literacy 101
Network Literacy 101
 
Beyond Google: Learning Literacies in a Web 2.0 World
Beyond Google:  Learning Literacies in a Web 2.0 WorldBeyond Google:  Learning Literacies in a Web 2.0 World
Beyond Google: Learning Literacies in a Web 2.0 World
 
Open & Networked Learning for #ECI831
Open & Networked Learning for #ECI831Open & Networked Learning for #ECI831
Open & Networked Learning for #ECI831
 
Whole School Library
Whole School LibraryWhole School Library
Whole School Library
 
On the horizon 2010
On the horizon 2010On the horizon 2010
On the horizon 2010
 
New Places to Learn: Flexible learning and online residency
New Places to Learn: Flexible learning and online residencyNew Places to Learn: Flexible learning and online residency
New Places to Learn: Flexible learning and online residency
 
CNIE 2010 Keynote
CNIE 2010 KeynoteCNIE 2010 Keynote
CNIE 2010 Keynote
 
Synthesis of opener 7 Collaborate or Die
Synthesis of opener 7 Collaborate or DieSynthesis of opener 7 Collaborate or Die
Synthesis of opener 7 Collaborate or Die
 
Csla Library 2.0 Nov2008v2web
Csla Library 2.0 Nov2008v2webCsla Library 2.0 Nov2008v2web
Csla Library 2.0 Nov2008v2web
 
NWeLearn Keynote
NWeLearn KeynoteNWeLearn Keynote
NWeLearn Keynote
 
Wlma 2011
Wlma 2011Wlma 2011
Wlma 2011
 
Creating effective digital citizens
Creating effective digital citizensCreating effective digital citizens
Creating effective digital citizens
 
Why A Wiki?
Why A Wiki?Why A Wiki?
Why A Wiki?
 
From Information Literacy to Transliteracy: Preparing our Students for Open L...
From Information Literacy to Transliteracy: Preparing our Students for Open L...From Information Literacy to Transliteracy: Preparing our Students for Open L...
From Information Literacy to Transliteracy: Preparing our Students for Open L...
 
Social Media, Networked Learning & Identity
Social Media, Networked Learning & IdentitySocial Media, Networked Learning & Identity
Social Media, Networked Learning & Identity
 
Building Your Professional Career with Networking
Building Your Professional Career with NetworkingBuilding Your Professional Career with Networking
Building Your Professional Career with Networking
 
Learning Commons: The In in Cil
Learning Commons: The In in CilLearning Commons: The In in Cil
Learning Commons: The In in Cil
 
Wikipedia - a teachers' primer
Wikipedia - a teachers' primerWikipedia - a teachers' primer
Wikipedia - a teachers' primer
 
NEPA Library Camp 09 Archives
NEPA Library Camp 09 ArchivesNEPA Library Camp 09 Archives
NEPA Library Camp 09 Archives
 

Ähnlich wie Information Literacy & Gamification Using Minecraft

Implementer grant technology camp january 9, 2012 final blue
Implementer grant technology camp january 9, 2012 final blueImplementer grant technology camp january 9, 2012 final blue
Implementer grant technology camp january 9, 2012 final blue
Julie Gahimer
 
Knowledgeable afacct2012
Knowledgeable afacct2012Knowledgeable afacct2012
Knowledgeable afacct2012
Melissa Lizmi
 
Qt conference2011
Qt conference2011Qt conference2011
Qt conference2011
carena
 
New Paltz Presentation 5
New Paltz Presentation 5New Paltz Presentation 5
New Paltz Presentation 5
dwesting
 
Ed 571 syllabus instructional design ii polizzi dominican college
Ed 571 syllabus instructional design ii polizzi dominican collegeEd 571 syllabus instructional design ii polizzi dominican college
Ed 571 syllabus instructional design ii polizzi dominican college
Christopher Polizzi
 
Ed571 instructional design II polizzi 2010
Ed571 instructional design II polizzi 2010Ed571 instructional design II polizzi 2010
Ed571 instructional design II polizzi 2010
Christopher Polizzi
 

Ähnlich wie Information Literacy & Gamification Using Minecraft (20)

Vision for Learning August2010_online
Vision for Learning August2010_onlineVision for Learning August2010_online
Vision for Learning August2010_online
 
Berkeley cyberlearning 030811_final
Berkeley cyberlearning 030811_finalBerkeley cyberlearning 030811_final
Berkeley cyberlearning 030811_final
 
Implementer grant technology camp january 9, 2012 final blue
Implementer grant technology camp january 9, 2012 final blueImplementer grant technology camp january 9, 2012 final blue
Implementer grant technology camp january 9, 2012 final blue
 
Knowledgable afacct2012
Knowledgable afacct2012Knowledgable afacct2012
Knowledgable afacct2012
 
Knowledgeable afacct2012
Knowledgeable afacct2012Knowledgeable afacct2012
Knowledgeable afacct2012
 
Story Telling in the Clouds
Story Telling in the CloudsStory Telling in the Clouds
Story Telling in the Clouds
 
Qt conference2011
Qt conference2011Qt conference2011
Qt conference2011
 
21st Century Students
21st Century Students21st Century Students
21st Century Students
 
21st Century Literacy for Cyborgs
21st Century Literacy for Cyborgs21st Century Literacy for Cyborgs
21st Century Literacy for Cyborgs
 
New Paltz Presentation 5
New Paltz Presentation 5New Paltz Presentation 5
New Paltz Presentation 5
 
Dynamic media & digitial storytelling presentation
Dynamic media & digitial storytelling presentationDynamic media & digitial storytelling presentation
Dynamic media & digitial storytelling presentation
 
Emma Leacy Jones - Learning in the Digital age
Emma Leacy Jones - Learning in the Digital ageEmma Leacy Jones - Learning in the Digital age
Emma Leacy Jones - Learning in the Digital age
 
Byod3
Byod3Byod3
Byod3
 
Modernizing Education
Modernizing EducationModernizing Education
Modernizing Education
 
Teaching and Learning with the Digital Natives
Teaching and Learning with the Digital NativesTeaching and Learning with the Digital Natives
Teaching and Learning with the Digital Natives
 
Literature review: Dawley on SNKC
Literature review: Dawley on SNKCLiterature review: Dawley on SNKC
Literature review: Dawley on SNKC
 
Ed 571 syllabus instructional design ii polizzi dominican college
Ed 571 syllabus instructional design ii polizzi dominican collegeEd 571 syllabus instructional design ii polizzi dominican college
Ed 571 syllabus instructional design ii polizzi dominican college
 
Ed571 instructional design II polizzi 2010
Ed571 instructional design II polizzi 2010Ed571 instructional design II polizzi 2010
Ed571 instructional design II polizzi 2010
 
Towards Digital Fluency
Towards Digital FluencyTowards Digital Fluency
Towards Digital Fluency
 
iGeneration - Who are these students?
iGeneration - Who are these students?iGeneration - Who are these students?
iGeneration - Who are these students?
 

Mehr von Valerie Hill

Mehr von Valerie Hill (20)

Metaliteracy for Elderly Digital Citizens
Metaliteracy for Elderly Digital CitizensMetaliteracy for Elderly Digital Citizens
Metaliteracy for Elderly Digital Citizens
 
How to Use the VWEC.pptx
How to Use the VWEC.pptxHow to Use the VWEC.pptx
How to Use the VWEC.pptx
 
Libraries in Virtual Reality Environments
Libraries in Virtual Reality EnvironmentsLibraries in Virtual Reality Environments
Libraries in Virtual Reality Environments
 
Digital citizenship and social media
Digital citizenship and social mediaDigital citizenship and social media
Digital citizenship and social media
 
Metaliteracy in Virtual Metamodern Libraries
Metaliteracy in Virtual Metamodern LibrariesMetaliteracy in Virtual Metamodern Libraries
Metaliteracy in Virtual Metamodern Libraries
 
CVL Education Network
CVL Education NetworkCVL Education Network
CVL Education Network
 
Not Your Grandad's Literacy
Not Your Grandad's LiteracyNot Your Grandad's Literacy
Not Your Grandad's Literacy
 
Computer Fears and Anxieties
Computer Fears and AnxietiesComputer Fears and Anxieties
Computer Fears and Anxieties
 
Digital Citizenship for Seniors
Digital Citizenship for SeniorsDigital Citizenship for Seniors
Digital Citizenship for Seniors
 
Digital Citizenship for Seniors
Digital Citizenship for SeniorsDigital Citizenship for Seniors
Digital Citizenship for Seniors
 
Virtual Worlds Database: Connect with the Metaverse
Virtual Worlds Database: Connect with the MetaverseVirtual Worlds Database: Connect with the Metaverse
Virtual Worlds Database: Connect with the Metaverse
 
Twitter for Seniors (or anyone interested)
Twitter for Seniors (or anyone interested)Twitter for Seniors (or anyone interested)
Twitter for Seniors (or anyone interested)
 
Metaverse Libraries: Communities as Resources
Metaverse Libraries: Communities as ResourcesMetaverse Libraries: Communities as Resources
Metaverse Libraries: Communities as Resources
 
Metaliteracy in Metamodern Culture
Metaliteracy in Metamodern CultureMetaliteracy in Metamodern Culture
Metaliteracy in Metamodern Culture
 
Information Literacy in Digital Culture for K-12
Information Literacy in Digital Culture for K-12Information Literacy in Digital Culture for K-12
Information Literacy in Digital Culture for K-12
 
Library 2.013 MOOCs and Constructivist Learning
Library 2.013 MOOCs and Constructivist LearningLibrary 2.013 MOOCs and Constructivist Learning
Library 2.013 MOOCs and Constructivist Learning
 
MOOCs and Virtual Worlds
MOOCs and Virtual WorldsMOOCs and Virtual Worlds
MOOCs and Virtual Worlds
 
Global Connectivity Through Implementing Virtual Worlds Across Time, Space, a...
Global Connectivity Through Implementing Virtual Worlds Across Time, Space, a...Global Connectivity Through Implementing Virtual Worlds Across Time, Space, a...
Global Connectivity Through Implementing Virtual Worlds Across Time, Space, a...
 
Imperative Social Networking
Imperative Social NetworkingImperative Social Networking
Imperative Social Networking
 
Massive Open Online Courses: the Future of Learning?
Massive Open Online Courses: the Future of Learning?Massive Open Online Courses: the Future of Learning?
Massive Open Online Courses: the Future of Learning?
 

Kürzlich hochgeladen

1029-Danh muc Sach Giao Khoa khoi 6.pdf
1029-Danh muc Sach Giao Khoa khoi  6.pdf1029-Danh muc Sach Giao Khoa khoi  6.pdf
1029-Danh muc Sach Giao Khoa khoi 6.pdf
QucHHunhnh
 
Activity 01 - Artificial Culture (1).pdf
Activity 01 - Artificial Culture (1).pdfActivity 01 - Artificial Culture (1).pdf
Activity 01 - Artificial Culture (1).pdf
ciinovamais
 
Seal of Good Local Governance (SGLG) 2024Final.pptx
Seal of Good Local Governance (SGLG) 2024Final.pptxSeal of Good Local Governance (SGLG) 2024Final.pptx
Seal of Good Local Governance (SGLG) 2024Final.pptx
negromaestrong
 
The basics of sentences session 3pptx.pptx
The basics of sentences session 3pptx.pptxThe basics of sentences session 3pptx.pptx
The basics of sentences session 3pptx.pptx
heathfieldcps1
 

Kürzlich hochgeladen (20)

psychiatric nursing HISTORY COLLECTION .docx
psychiatric  nursing HISTORY  COLLECTION  .docxpsychiatric  nursing HISTORY  COLLECTION  .docx
psychiatric nursing HISTORY COLLECTION .docx
 
SOC 101 Demonstration of Learning Presentation
SOC 101 Demonstration of Learning PresentationSOC 101 Demonstration of Learning Presentation
SOC 101 Demonstration of Learning Presentation
 
Holdier Curriculum Vitae (April 2024).pdf
Holdier Curriculum Vitae (April 2024).pdfHoldier Curriculum Vitae (April 2024).pdf
Holdier Curriculum Vitae (April 2024).pdf
 
1029-Danh muc Sach Giao Khoa khoi 6.pdf
1029-Danh muc Sach Giao Khoa khoi  6.pdf1029-Danh muc Sach Giao Khoa khoi  6.pdf
1029-Danh muc Sach Giao Khoa khoi 6.pdf
 
PROCESS RECORDING FORMAT.docx
PROCESS      RECORDING        FORMAT.docxPROCESS      RECORDING        FORMAT.docx
PROCESS RECORDING FORMAT.docx
 
Magic bus Group work1and 2 (Team 3).pptx
Magic bus Group work1and 2 (Team 3).pptxMagic bus Group work1and 2 (Team 3).pptx
Magic bus Group work1and 2 (Team 3).pptx
 
ICT Role in 21st Century Education & its Challenges.pptx
ICT Role in 21st Century Education & its Challenges.pptxICT Role in 21st Century Education & its Challenges.pptx
ICT Role in 21st Century Education & its Challenges.pptx
 
Asian American Pacific Islander Month DDSD 2024.pptx
Asian American Pacific Islander Month DDSD 2024.pptxAsian American Pacific Islander Month DDSD 2024.pptx
Asian American Pacific Islander Month DDSD 2024.pptx
 
General Principles of Intellectual Property: Concepts of Intellectual Proper...
General Principles of Intellectual Property: Concepts of Intellectual  Proper...General Principles of Intellectual Property: Concepts of Intellectual  Proper...
General Principles of Intellectual Property: Concepts of Intellectual Proper...
 
2024-NATIONAL-LEARNING-CAMP-AND-OTHER.pptx
2024-NATIONAL-LEARNING-CAMP-AND-OTHER.pptx2024-NATIONAL-LEARNING-CAMP-AND-OTHER.pptx
2024-NATIONAL-LEARNING-CAMP-AND-OTHER.pptx
 
Activity 01 - Artificial Culture (1).pdf
Activity 01 - Artificial Culture (1).pdfActivity 01 - Artificial Culture (1).pdf
Activity 01 - Artificial Culture (1).pdf
 
SKILL OF INTRODUCING THE LESSON MICRO SKILLS.pptx
SKILL OF INTRODUCING THE LESSON MICRO SKILLS.pptxSKILL OF INTRODUCING THE LESSON MICRO SKILLS.pptx
SKILL OF INTRODUCING THE LESSON MICRO SKILLS.pptx
 
Seal of Good Local Governance (SGLG) 2024Final.pptx
Seal of Good Local Governance (SGLG) 2024Final.pptxSeal of Good Local Governance (SGLG) 2024Final.pptx
Seal of Good Local Governance (SGLG) 2024Final.pptx
 
The basics of sentences session 3pptx.pptx
The basics of sentences session 3pptx.pptxThe basics of sentences session 3pptx.pptx
The basics of sentences session 3pptx.pptx
 
Third Battle of Panipat detailed notes.pptx
Third Battle of Panipat detailed notes.pptxThird Battle of Panipat detailed notes.pptx
Third Battle of Panipat detailed notes.pptx
 
ComPTIA Overview | Comptia Security+ Book SY0-701
ComPTIA Overview | Comptia Security+ Book SY0-701ComPTIA Overview | Comptia Security+ Book SY0-701
ComPTIA Overview | Comptia Security+ Book SY0-701
 
This PowerPoint helps students to consider the concept of infinity.
This PowerPoint helps students to consider the concept of infinity.This PowerPoint helps students to consider the concept of infinity.
This PowerPoint helps students to consider the concept of infinity.
 
On National Teacher Day, meet the 2024-25 Kenan Fellows
On National Teacher Day, meet the 2024-25 Kenan FellowsOn National Teacher Day, meet the 2024-25 Kenan Fellows
On National Teacher Day, meet the 2024-25 Kenan Fellows
 
How to Give a Domain for a Field in Odoo 17
How to Give a Domain for a Field in Odoo 17How to Give a Domain for a Field in Odoo 17
How to Give a Domain for a Field in Odoo 17
 
Understanding Accommodations and Modifications
Understanding  Accommodations and ModificationsUnderstanding  Accommodations and Modifications
Understanding Accommodations and Modifications
 

Information Literacy & Gamification Using Minecraft

  • 1. Information Literacy & Gamification using Minecraft Valerie Hill, PhD Lewisville ISD Librarian Adjunct Instructor TWU ALA Midwinter 2014 @valibrarian
  • 2. What is literacy? lit·er·a·cy lit-er-uh-see noun: literacy 1. the ability to read and write.
  • 3. Information Literacy includes all formats: physical, virtual, and augmented. •Digital literacy •Media literacy •Traditional literacy •Transliteracy •Audio-Visual literacy •Web literacy •Print literacy •Balanced literacy
  • 4. Print, electronic, digital, virtual, 3D, au gmented, mixed reality Virtual experiences feel life-like through haptic technology. (Hecher et al, 2011)
  • 5. Video games are now considered a literary genre.
  • 6. In participatory digital culture, learners both consume and produce (prosumers). Alvin Toffler
  • 7. In other words… Consume • Read • Listen • Watch a video • Play the game • Collect • Subscribe Produce • Write • Talk or sing • Make a video • Create the game • Curate and share • Upload
  • 8. Virtual Worlds & Education OLD Model: Buy the toy- Play the game NEW Model: Build games with embedded educational content Gamification in education (James Paul Gee)
  • 9. Virtual worlds are one of many ways to teach information literacy in digital culture.
  • 10. Learners of all age groups Adults in Virtual Worlds Banned Books Week - Discussion Children in Virtual Worlds Virtual Anne Frank Museum
  • 11. Registered Accounts in Virtual Worlds
  • 12.
  • 13.
  • 15. At what age to create do students begin Digital Footprints?
  • 18. My School Library Project Purpose • Use gamification to embed information literacy • Allow students to lead PBL project • Continue my research on virtual worlds in education & libraries • Get students excited about learning • Use physical library as virtual “makerspace”
  • 19. Why Use MinecraftEdu? • Teach students in a way they will find fun and engaging • Get your students excited about their History class, or their Social Studies class, or virtually any other subject, by hosting the class in a virtual Minecraft World • MinecraftEdu provides great flexibility for customizing the student experience to your subject/course material • MinecraftEdu provides controls to prevent your students running amok and straying off course • Many students will already be familiar with Minecraft, reducing the learning curve • Minecraft worlds and projects created by other teachers are already available to download and use, making implementation easy and cutting down course planning time • Setup and installation is easy, and the load on your IT resources is easily manageable • Did we mention it’s fun and the students will love it? FROM http://theedublogger.com/2013/11/21/gaming-in-education-minecraft-in-schools/
  • 20. A 3D Virtual World designed for building with cubes.
  • 21. Getting Started • • • • Get familiar with the game Obtain school district approval MinecraftEDU vs Minecraft Understand purpose (real learning embedded in new formats) • Failure is acceptable! No fear of embracing new frontiers
  • 22. The desire to create resides in each of us. “What can we make?” asks the child.
  • 23. Step by Step 1. Start small (student led) 2. Brainstorm purpose (digital citizenship was our chosen theme) 3. Regular meetings (after school club) 4. Guidance from teacher/librarian (keep them focused but allow creativity) 5. Document progress
  • 24. Listen, observe, and allow for creativity Interesting comments from the students: “Stop trolling me!” “Have you ever heard of griefing?” “How do you (insert question here as it was heard repeatedly through collaboration)?” “Will you teleport me to your house?”
  • 25. The final product… In spring 2013, we successfully created an original video game in Minecraft. Students who complete the challenge demonstrate understanding of basic digital citizenship and cyber safety. View our machinima on Youtube “Digital Citizens in Minecraft”
  • 27. Future Plans The project continues. Fifth grade videogame creators work toward the goal of presenting to third grade “testers”.
  • 28. Q&A • Remember emerging tech trends will continue to change. • No one single application is “best” or absolute for teaching. • Collaborative, constructivist learning is expanding as we now live in digital participatory culture. • 21st Century Learning Standards can be embedded in new formats.
  • 29. Bibliography American Library Association. 2007. Standards for the 21st Century Learner. Chicago: American Association of School Librarians, 2007. Creative Commons photos from http://photopin.com/ and http://www.bigfoto.com/ Gee, James Paul. 2003. What Video Games have to Teach Us About Learning and Literacy. New York: Palgrave Macmillan. Harris, Albert L., and Alan Rea. 2009. Web 2.0 and virtual world technologies: A growing impact on IS education. Journal of Information Systems Education 20, (2): 137-44. Hecher, M. M., Möstl, R. R., Eggeling, E. E., Derler, C. C., & Fellner, D. W. (2011). 'Tangible Culture' - Designing virtual exhibitions on multi-touch devices. Information Services & Use, 31(3/4), 199-208. Hill, Valerie, and Hyuk-Jin Lee. 2009. Libraries and immersive learning environments unite in second life. Library Hi Tech 27, (3): 338-56. Kzeroworldswide. 2013. Virtual world reports. http://www.kzero.co.uk/ Mastel, Kristen, and Dave Huston. 2009. Using video games to teach game design: A gaming collection for libraries. Computers in Libraries 29, (3) (03/01): 41-4. Peterman, Dana and Timothy Grieg. 2007. Shifts in Library and Librarian Roles: ALA/ Tech Source Gaming. Learning and Libraries Symposium. Library Hi Tech News incorporating Online and CD Notes, (24(8), 25-29. Webber, Sheila and Diane Nahl. 2011. Sustaining Learning for LIS through use of a Virtual World. IFLA Journal (37)(1): 5-15.