
A dead
librarian. A not-so-famous painting. A secret society. And the hint
of a conspiracy. Two first year Macalester students come across a
dead body in the library and soon get their classmates to help them
solve the murder.
PROJECT OVERVIEW
A challenge for Library/Media/Web Services and ITS has always been
how best to introduce new students to many of the services and resources
made available by us without contributing to the "information
overload" that first year students encounter when arriving
on campus. So, we have tried something a little different - we
offer first year students an opportunity to be introduced to
our basic services and resources during the summer before they
arrive on campus. To accomplish this, we created a very basic
online murder/mystery "game"
that first year students can play to help solve the mystery of The
DeWitt Code. It's a cross between the old-fashioned CLUE board
game and the more recent da Vinci Code and Harry Potter books.
• It is
an optional web-based activity. low-tech for those that are not technologically
advanced or those with slow internet connections - some had some ‘add-ons’
that attempted toengage the more technologically advanced participants.
• Focus
was on the mystery plot, not on the ‘orientation’ to services/resources
– we tried to get them to participate in the mystery and then
teach them about IS services/resources as tools used to solve the
mystery.
• We recognized
that access issues need to be considered for those students who
have slower (or no) internet connections; an alternative access
method was developed but has not yet been needed.
• Game was
only one of the methods used to provide orientation information to
first year students - we also offered web-based tutorials that were
developed and available for those not wanting to participate in the
game.
• We recognized
that 'the game' can’t be too big of a time commitment -
it was developed to take about 60 minutes to complete..
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GETTING STUDENTS
ENGAGED
Suggestions were
gathered from current Macalester students to get ideas on how to get
first year students engaged in playing the game as an orientation tool.
Here's what we were told:
-Give
them a chance to use resources.
Don't just describe the various Information Services tools
and resources to them, but give them a chance to use and interact
with the resources.
-Provide opportunities to interact with each other online.
Having it be just about the library and campus computing is very boring!
Give new students a chance to 'meet' and interact with their classmates
online before arriving on campus and, as much as possible, learn more
about the everyday things that make up being a student at Macalester.
-Don't make it too "instructional" - make it
fun!
The 'game' shouldn't be a "now it's time to learn about
library resources...click to the next slide please" type of step-by-step
tutorial, instead make it an interactive and engaging activity where
they work online with their classmates to solve the mystery - and
along the way they learn about and use the various IS tools/resources
to accomplish this - it will make it a more memorable learning experience.
-Make the ‘mystery’ challenging - just not
too challenging.
The 'game' should make them think and be challenging, but at the same
time it cannot be too time consuming. Need to make the mystery difficult
and challenging - but not so difficult that it takes more than 60
minutes for each of the two parts.
-Use online resources that they are already familiar with.
To help engage new students, tie in online resources that they already
use and are familiar with - like Facebook, YouTube, etc.
-Offer good prizes.
Give them a chance to win a variety of nice prizes!
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GAME CONTENT
While playing the
game, first year students were invited to help two fictitious first
year students solve the murder of Jean the Librarian. Who killed
her and why? Along the way they were introduced
to and given brief ''activities' built around resources such as Moodle,
Library research databases, and Webfile among several others. Each
time the student successfully completed an exercise, or gathered
up information/clues to help solve the mystery, they acquired points.
STORYLINE
The story we used was very basic - mainly because of the limited
amount of text that we could expect students to read onscreen. Paul
and Maria discovered Jean the Librarian near death. Jean heads off
to that 'great big library in the sky' but not before she gasps out
some words to Paul and Maria. They run to get help but when they
return, Jean's body is gone. There is no dead body, so no one believes
them that Jean is dead. It must be a hoax, right? They decide to
investigate on their own. They meet a variety of characters along
the way, including Ellen the Archivist, Jesse the ITS Help Desk staff,
Campus Security Officer Greeley, and Dean Carleton, Dean of Intermural
Affairs - all of whom could be the potential murderer. They also
learn about the history of the College - Who are James and DeWitt
Wallace? What is East Old Main? etc - and they uncover an organization
called the Aluminati - a secret society of Macalester alums whose
goal is to protect the honor and history of Macalester College. Eventually,
with the help of their first year classmates, they uncover the murderer
and the reason for the murder.
| ABILITY
TO EARN POINTS |
| An
important part of The DeWitt Code is earning points.
The more points that each player acquires, the more they
learn about the resources made available by the Library
and Information Technology Services (ITS). To acquire points,
they must use the resource (moodle, clicnet, library database,
etc.) to answer a question that is tied to the murder/mystery
storyline. They also earn points by gathering clues which
are added to their diary.
Each 'exercises' includes a brief explanation of the
resource, why it may be important to the student and a tutorial
on how to use it. Students can access as much of this information
as they need to or want to in order to perform the task they
must complete (using the resource) to acquire the points
and move on in the game. Each player is part of a team based
on their first-year course assignment - individual points
eaned are applied to the overall team score. |
| GAME
DIARY |
| DIARY
ITEMS give
players information that will help them
to unravel the mystery and solve the crime. As players move
through the game and interact with characters, complete exercises
and learn valuable information, these tidbits are added to
the player's diary which can be referred back to at any point
throughout the game. Each diary item that is added to the diary
earns points for the player and their team. |
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HOW
THE GAME WAS STRUCTURED/PLAYED
First year students
are invited to participate via an email sent to their Macalester
email account. Email account and login information
was distributed by ITS by early August. The DeWitt Code remained availablethrough
orientation weekend when they arrived on campus.
Game participants were asked to perform tasks loosely tied together
by a mystery storyline. It was kept brief; just enough to move plot
forward and to create an engaging mystery but not lots of on-screen
reading.
The game was available for four weeks (the month of August). It was
divided into two parts which were distributed via Macalester webmail.
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INCORPORATING
GAMING 'CONCEPTS'
-GAME
PIECES:
Participants performed tasks (log into web mail, use web file, search
for a book in CLICnet, find a full-text article, etc) in support of
solving the mystery and acquire game cards (i.e. 'clue' and 'item'
cards) upon successful completion of each activity.
-PLAYERS
PAGE:
Participants were asked to upload an image that was put on a "players’
page" where basic info about each game player was shared (name,
hometown, Mac email address, personal web page info, Facebook account
info, etc); we provided generic images for those who prefered to use
them. Also 'game pieces' that each player had acquired were displayed
on this page (adding a competitive nature to the game. This page was
updated several times each day so that players could not only track
their progress, but also that of their classmates.
-COLLABORATION:
Collaboration among game participants was promoted; users were encouraged
to participate in an online threaded discussion where clues were shared
and discussed (players may have received different clues) -- they
could also work together to solve the murder/mystery. This encouraged
first year students to interact and 'get to know' each other before
they arrived on campus.
-JUST-IN-TIME
HELP:
Tutorials and other just-in-time help tools were incorporated into
the game to give participants assistance as needed and to provide
additional information about the various resources/services.
-SEARCH
AND FIND:
As much as possible we tried to create a game where participants have
to explore and discover some clues (we didn't just give all of the
clues to them) within the "online game environment" that
we created. (for example, mouse over an image of a book on the screen,
realize it's a clickable link, click on it and be presented with a
chance to chance to ).
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GAMING
RESOURCES
A variety of resources were consulted and reviewed as we planned and
developed our 'online game'. They included the following:
BOOKS
CONSULTED-
--
Beck, John C., and Mitchell Wade (2004). Got game: How the gamer
generation is reshaping business forever. Boston: Harvard Business
School.
--
Adams, Ernest and Andrew Rollings (2007). Fundamentals of Game
Design. Upper Saddle River, N.J.:Pearson Prentice Hall.
-- Aldrich, Clark (2005). Learning by Doing: A Comprehensive Guide
to Simulations, Computer Games, and Pedagogy in e-Learning and Other
Educational Experiences. San Francisco: Pfieffer.
-- Chandler, Raphael (2007). Game Writing Handbook. Boston,
Mass: Charles River Media.
--
Dewey, B. (2001). Library user education: Powerful learning, powerful
partnerships. Lanham, MD: Scarecrow Press.
--
Gee, James P. (2003). What video games have to teach us about
learning and literacy. New York: Palgrave Macmillan.
--
Gibson, David; Clark Aldrich and Marc Prensky (2006), Games and
Simulations in Online Learning. Hershey,PA:Idea Group.
--
Prensky, Marc (2001). Digital game-based learning. New York:
McGraw-Hill.
--
Quinn, Clark (2005). Engaging Learning: Designing e-Learning Simulation
Games. San Francisco: Pfieffer.
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ARTICLES
& RELATED RESOURCES CONSULTED-
--
Abram, S., & Luther, J. (2004). “Born
with the chip” [Electronic Version]. Library Journal.
May 1, 2004.
--
Annetta, Leonard A., Marshall R. Murray, Shelby Gull Laird, Stephanie
C. Bohr, and John C. Park (2006). “Serious
games: Incorporating video games in the classroom.” Educause
Quarterly Vol. 29 No.3; pp. 16-22.
--
Branston, Christy (2006). “From
game studies to bibliographic gaming: Libraries tap into the video
game culture.” Bulletin of the American Society for
Information Science and Technology, Vol. 32; pp. 24-26, 29.
-- Barton, J. (2005). “Digital libraries, virtual museums: Same
difference?” Library Review, Vol. 54 No. 3; pp. 149-154.
--
Beck, John C., and Mitchell Wade (2004). “Gaming the future.”
Across the Board, Vol. 42 No. 1, pp. 48-54.
--
Dede, C. (2005). “Planning
for Neomillennial learning styles” [Electronic Version].
Educause Quarterly Vol. 28.
--
de Frietas, Sara (2006). "Learning
in Immersive Worlds: A Review of Game-based Learning." (JISC
Report)
--
Dickey, Michele D (2005). “Engaging by design: How engagement
strategies in popular computer and video games can inform instructional
design.” Educational Technology Research & Development
Vol. 53 No. 2; pp. 67-83.
-- Doshi, A. (2006). “How
gaming could improve information literacy” [Electronic Version].
Computers in Libraries, Vol. 26 No 4.
--
Gee, James P. (2006). "Learning
by Design: Good Video Games as Learning Machines"
-- Hawkins, Donald. T., and Brynko, Barbara (2006). “Gaming:
The next hot technology for libraries?” Information Today,
Vol. 23 No. 6; pp. 1, 51.
-- Hinton, Andrew (2006). “We live here: Games, third places
and the information architecture of the future.” Bulletin
of the American Society for Information Science and Technology,
Vol. 32 (Aug/Sept 2006); pp. 17-21.
-- Kiili, Kristian. 2005. Digital game-based learning: Towards an
experiential gaming model. Internet and Higher Education
Vol. 8 No. 1; pp.:13-24.
--
Kipnis, D. G., and Childs G. M. (2004). “Educating Generation
X and Generation Y: Teaching tips for librarians”. Medical Reference
Services Quarterly, Vol. 23 No. 4, pp. 25-33.
-- Jones, Steve (2003). “Let
the games begin: Gaming technology and entertainment among college
students.” (Pew Internet & American Life Project).
-- Kirk, James and Robert Belovics (2004). Learning
Circuits: An Intro to Online Training Games
--
Kushner, D. (2004). The Wrinkled Future of Online Gaming. Wired,
Vol. 12 No. 6; pp. 98-110.
--
Levine, Jenny (2006). “Gaming and Libraries: Intersection of
Services.” Library Technology Reports, Vol. 42 No.
5 (entire issue).
--
McFarlane, Angela; Anne Sparrowhawk,; and Ysanne Heald (2002). “Report
on the Educational Use of Games: An Exploration by TEEM of the Contribution
Which Games Can Make to the Education Process.”
-- Norman, D. A., & Spohrer, J. C. (1996). “Learner-centered
education.” Communications of the ACM, Vol. 39 No.
4; pp. 24-27.
--
Oblinger, Diana (2003). “Boomers,
Gen-Xers, & Millennials: Understanding the new students.”
Educause Review, 38 (July-August): 37-47.
--
Prensky, Marc (2005). “’Engage
me or enrage me’: What today’s learners demand.”
Educause Review, Vol. 40 No. 5; pp. 60-65.
-- Squire, Kurt, and Constance Steinkuehler (2005). “Meet the
Gamers.” Library Journal Vol. 130 No. 7; pp.38-41.
--
Stephens, Michael (2006). "Promoting
gaming programs in libraries." [Electronic Version]. Marketing
Library Services, Vol. 20 No. 2.
-- Van Eck, Richard (2006). “Digital
game-based learning: It’s not just the digital natives who are
restless.” Educause Review Vol. 41 No. 2; pp. 16-30.
-- Wright, Will (2006). “Dream machines.” Wired
Vol. 14 No. 4, pp.110-112.
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WEB RESOURCES CONSULTED-
--
The
Art of Computer Game Design. (Chris Crawford)
-- Entertainment
Software Association.
-- Games-to-Teach
Project
-- DiGRA: Digital
Games Research Association
--
Fletcher Library (ASU) Game Project: Quarantined
-- Game On:
Games in Libraries
-- Game Professor:
Videogame Research, Academic papers, and Resources
-- Game Research:
The Art, Business, and Science of Video Games
-- Gaming
- Library Success: A Best Practices Wiki
-- Google
Groups: Lib Gaming
-- Infoisland.org:
Second life library 2.0
-- There: The online
virtual world that is your everyday hangout. Makena Technologies.
(2006)
-- Gaming,
learning, and libraries: 2005 symposium. Metropolitan Library
System. (2005).
-- FunBrain.com. Pearson Education.
(2006).
-- The
Virtual Bibliographic Instruction Project. Puterbaugh, M. D. (2006).
-- Social
Impact Games: Entertaining Games with Non-Entertainment Goals
-- TILT -
Texas information literacy tutorial. UT. (2004).
-- DiRBS:
The Digital Rare Book Library System. Yumetech. (2003).
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