GAME | Gaming As Meaningful Education
A new two-day event from the American Association of School Librarians (AASL) will focus on how games encourage critical thinking, problem solving and creative activities. Co-sponsored by the ALA Games & Gaming Round Table, GAME | Gaming As Meaningful Education, will be held September 23-24 in Rochester, N.Y.
Attendees will explore how to implement interactive learning opportunities in their library program through all types of games. They will also discover how these strategies connect communities – students, parents, and educators – through the educational, recreational, and social value of games.
Harness the Power of Digital Learning with Gaming
Julie Evans, CEO, Project Tomorrow
Since 2003, the Speak Up Research Project has polled 4 million K-12 students, educators and parents about their views on digital learning. A key finding from the resulting data has been the increasingly importance of curated digital content and in school mentoring to actualize the promise of technology to transform education. Enter the school librarian. In this session, Julie will share new Speak Up findings that demonstrate the pivotal role of the school librarian in the school and classroom adoption of gaming to learn.
Teaching Through Games
Christopher Harris, Director, Genesee Valley School Library System
Gaming in schools and libraries is often justified in terms of incidental connections to learning. While accurate, this approach falls short of the full potential of a play-based instructional pedagogy. In this session, Christopher will talk about the development of the direct-instruction through games approach. Attendees will leave with a deeper understanding of how play and games can be embedded as direct-instruction aspects of any classroom or library. Attendees will also explore the potential of all types of games, as well as the unique qualities of tabletop board and card games that empower teachers to modify game play to meet intentional instructional goals.
(Role) Playing with History
Teresa Copeland, Librarian, Tesseract School
Step into history with live action role playing games that ask students to confront key moments in time – and try to change them. In this session, participants will experience part of a game set during the Salem Witch Trials that explores the effect of hysteria on a society. Information on game play, lead-in research projects, differentiation, and standards alignment will be provided.
Escape into the Curriculum
Brian Mayer, Gaming and Library Technologies Specialist, Genesee Valley School Library System
Liesl Toates, Library Technologies Specialist, Genesee Valley Educational Partnership
From history, to applied math and science, escape rooms provide an opportunity for students to explore, engage and work through classroom content. While they provide unique and engaging play based experiences, they can present challenges to setting up and implementing. Combining both the digital and the physical environment in a hybrid approach, libraries can create an easily set up and implemented escape room to support programming and curriculum. Come explore, in this hands-on session, the possibilities and obstacles of utilizing escape room experiences to support learning in your libraries.
Not just an exhibit floor! The “AASL Game Room” will feature an interactive experience with leading gaming vendors.