Exterior photo of Smathers Library (formerly Library East) at the University of Florida, photo from the University of Florida Digital Collections

Details for Games and Learning at UF Libraries

Games & Learning Day
August 14, 9-11am and 2-4pm
Library West, Room 211

What is Games and Learning Day?  These sessions will begin with a quick overview of games: what they do well and how they work and why they are so popular. Included will be a discussion of where games are going; terminology, genres and titles. The remainder of the session will be spent playing games with a view towards understanding the connections to existing work and existing needs.

Objective: This introductory session on games will help establish a critical literacy for games and gaming to show how games connect to existing knowledge.

Notes (printable)

Games to Open:

General Overview

Introduction

News stories about games often hyperbolically claim that games will bring the next revolution in the way we think about ideas and technology. This is true in the sense that games offer more limited and defined worlds, so games can make certain connections clearer, and easier. However, games are still based on systems already in use in all aspects of everyday life. The difference is that games offer easier ways to see, test, and use the same variables. This ease of use makes games great for training, simulation, and hands-on learning. Games' fun factor helps entice people to play, learning while doing so.

What games do well/how games work:

Core Functions

  • Simulation
  • Collaboration / Dissemination
  • Stimulation of Interest

Methods:

  • Puzzles, Stories, Simulations
  • Collaborative Play/Work
  • Allows and encourages Variable Testing

Modular, Defined, Contextual, Explicit Connections, Build from Existing Knowledge

Allow Safe Space for Experimentation/Testing with Explicit Results

Allows players to learn by doing, and teaches them along the way. Minor penalties (relatively speaking) for failure. Results are clear in failure: players know they failed and why they failed. Imagine typing a letter and Word encounters and unexpected problem and loses your work. What if it told you why it died and you could then avoid it later on. Clarity with more complex systems is more difficult, but it's extremely rewarding for users.

Simulated World Allows for Full Testing of World

Normally systems of any sort don't explain why they function that way. Games allow players to test all boundaries to see both how and why the system functions as it does, allowing players to better use the system by having user and designer style information.

Why does the library catalog function the way it does? I've learned a lot more in the past few months working with the catalog's components (and only minimally) than I ever understood before.

Capitalize on Oddities (Show Personality)

Augmented/alternative Reality Games (ARGs), in some ways, can capitalize on being weird. ARGs and other game-related forms like machinima can be especially useful for teaching and training.

Use oddities to teach:

Popular Game Genres

How Games can Help the Library

We're already doing these, but we would benefit from being more explicit in these connections.

Games


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