Sunday, March 2, 2008

gaming = information literacy for some

Historically, libraries have used the more traditional means to increase information literacy among their patrons, such as hosting literacy programs for both children and adults, and supporting collection development that enabled equal access, whether that be to those patrons with English as a second language, various disabilities, or differing age groups. As technology has increased, so, too, have the avenues by which literacy learning can be administered.

Libraries and librarians have found it necessary to expand their horizons, as it were, to include new technologies like audio/video outlets, multimedia devices, and the internet in order to keep up with, and reverse the growing trend of, literacy decline. To this end, libraries across the country are harnessing the power of gaming as one way to increase information literacy among their patrons. One of the more innovative ideas is using fantasy football as a way to teach information literacy. Though fantasy football isn't necessarily "gaming", in the sense that one has an external device, it is a game just the same. And just like board games can often subliminally teach positive group dynamics like working within a team structure, problem solving, and management, fantasy gaming can gather and refocus one's "common sense" skills into a means of understanding accurate, reliable information for any number of other literacy applications.

Paul Waelchli's article in C&RL News from Jan 2008 talks about instructing students on finding quality, reliable, accurate information concerning their fantasy football players/team then applying those same skills for their homework. Having asked a series of questions before and after the instruction, Waelchli juxtaposed the answers and, it was clear that, through this simple exercise students learned that much of their information gathering skills already exist, they just needed to understand that the same skills apply to their more formal research. This particular exercise was performed at a research library but fantasy football's popularity does not discriminate based on age, gender, race, or language per se. This same tool could be applied to other literacy programs in public libraries large and small and to any number of patron groups with similar results.

Other great gaming examples are appearing, too. A public library is using "Patron Appreciation Day" as a way to allow patrons to waive fines by playing "Dance Dance Revolution" against a librarian; the equivalent of "washing the dishes to pay for your dinner". University of Notre Dame has its take on "geocaching" called "Caching in at the Libraries", and the list goes on. Gaming approaches may prove inadequate for an aging American population who aren't as interested in this kind of interactive tool or who don't want to learn this method of information gathering, however. How, then, does a library deal with these patrons who are equally important though less open to new technologies?

Unlike generations of yore, the baby boomer generation, those 50 and over that are nearing retirement, lead more active, social lives well past the time their fathers and forefathers did. They may actually be more open to new ways of learning, such as gaming, but they're also not without tradition. Services that have proven well in the past can't be ignored just because of new technologies - collection development still plays a great role in servicing literacy and information literacy to aging adult patrons. Large print books, specialty topics geared toward older interests such as personal finance, medical, and retirement books, and even simple access to the internet with large screens for better "large print" viewing can provide extraordinary learning.

Libraries, while serving their younger patron's technological prowess, can also shore up older patrons by establishing and maintaining long-term literacy programs and other courses that geared toward interests they may want to learn about, such as computer and internet skills like San Fransisco's "Seniornet"; an online network developed for older adults who who wants to learn computer skills. Even having older "senior" adults volunteer in a library, whether that be as a greeter or on a planning committee or even as a representative that goes out into the "senior" community, can raise the comfort level such that seniors feel as if they are not being left out of the technological revolution and more likely to want to learn.

that's it - I'm sick of thinking now............

1 comment:

Beth said...

I love the idea of playing DDR to waive your fines! How fun!