Title of the Article : Gaming in Libraries 2.0
Author : Katherine Makens
Best Practices : Feature, Summer 2007 : Young Adult Services
Abstract:
This article is about libraries offering massively multiplayer online games / programs for their teens' users. The library is not the only place where gaming can become a social event. And how can we apply Library 2.0 concepts to make gaming events that are truly unique to a library setting.
This article provides examination of me library's experiments with finding a viable options for such program. Such as video game design for teens, game maker, and give teens a ready- made game and then show the teens how to alter the game in interesting ways.
Three Things I Learned:
1. Based on the article I read, I learned that it is really possible to integrate games in libraries and will give a very positive and educational experience to the users and generate a good turnout.
2. I learned also that games in libraries will teach the teens useful skills, expose them to a carreer that otherwise they would not have access to.
3. I learned that gaming in Libraries 2.0 is one way of promoting or marketing libraries.
Implication:
The implication of the new things I learned to me as a person is that students especially teens will learn more when there will be application of games in the libraries. They will not only learn through reading but also through experience. Since, they will learn through experience, this will create a really satisfying understanding on different things.
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