In theory, you have a less hectic schedule in summer and can do some recreational and professional reading. Let's hope so, anyway.
If so, here are a couple of links that fit both the "recreational" and "professional" categories. Since we steered you last month toward information on online collaborative and role-playing games and what they may mean for current and upcoming generations of learners and researchers, we're hoping you'd like to see some more on the subject:
-- Library Journal recently published Meet the Gamers, by Kurt Squire and Constance Steinkuehler, who cut to the chase as follows:
Why pay attention to games? For starters, games are the "medium of choice" for many Millennials, with broad participation among the 30 and under population … Game cultures feature participation in a collective intelligence, blur the distinction between the production and consumption of information, emphasize expertise rather than status, and promote international and cross-cultural media and communities. Most of these characteristics are foreign, or run counter to print-era institutions such as libraries. At the same time, game cultures promote various types of information literacy, develop information seeking habits and production practices (like writing), and require good, old-fashioned research skills, albeit using a wide spectrum of content. In short, librarians can't afford to ignore gamers.
Or how about this tidbit?:
Every time we meet with students, we ask who has checked a book out from the library based on an interest generated through game play. Roughly half say yes.
Follow the link to the LJ article and follow the authors' lead … learn about, try out some online games.
-- Or you can sit back and watch a 30-minute streaming video, The Games Children Play, which is equally entertaining and instructive. Here's the description of the program, hosted on a U.K.-based Web site called Teachers' TV:
The UK is the world's third-largest market for video and computer games, generating sales of over one billion pounds a year. Amidst hot debate, computer games are set to enter the classroom as learning tools.
This programme features two leading academics who support the use of games in education: Henry Jenkins, director of comparative media studies at the Massachusetts Institute of Technology, and Jim Gee, professor of education at the University of Wisconsin-Madison.
They look at a number of UK-based education projects using gaming technology, including an initiative aiming to help children author their own games.
For summer, hot topic, cool links!