You are hereWeek 11: Gaming & Virtual Worlds

Week 11: Gaming & Virtual Worlds


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By amanda - Posted on 03 May 2008

Learning Objectives

By the end of this week, students will:

  • understand the significance of gaming and virtual worlds to the digital learning landscape.
  • have formulated their own ideas for the affordances of gaming and virtual worlds to library services, information literacy, and e-learning.

Readings

Case Studies

Things to do this week

  • Read the articles & case studies for for this week and post your thoughts & comments to your blog (the case studies this week are a mixed bag of libraries' gaming blogs, pages outlining gaming collections and a couple of online information literacy games). Don't forget our weekly deadline for blogging is 9 am, Friday. Also, remember to check out your classmates' posts too and respond (where appropriate) in the comments.
  • Have you been born in Second Life (SL)? If not, give it a try! My avatar in SL is “Amanda Matzerath” (perform a search & add me as a friend). Check out the list of system requirements first to make sure that your computer can handle the software; if it can, it’s well worth a try! If you do sign up for Second Life, post a note to your blog with the name of your avatar so we can find each other “in world”.
  • Have a look at the Second Life Library 2.0 blog. This is the group that has been largely responsible for the growth in library activity in Second Life and their blog provides a great snapshot of the library programs, services, and events going on in Second Life.
  • As you may have noticed, Google launched their own virtual word last week: Lively. If you're on a Windows machine, you might want to take a look at it and think about the implications of their implementation for libraries. I haven't tried Lively myself yet (I'm on a Mac and there is not OSX install yet), so I'd be curious to hear what you think of it if you do give it a go!
  • Continue tagging pertinent content in del.icio.us using the lis9763" tag.