Gaming in Libraries
Dates: July 1st through 26th, 2019
Credits: 1.5 CEUs or 15 PDHs
As gaming has grown in our culture, libraries have started to create their own programs. Games can be added to library programming for both recreation and curricular support. Additionally, an increasing amount of research has shown that games, perhaps due to their interactive nature, both strengthen and teach skills known to be important for people in the workforce, such as critical thinking, creativity, and teamwork. In this course the instructors will discuss how they have each created gaming programs at their own libraries. Attendees will be encouraged to consider their own community needs when creating a gaming program.
- Attendees will identify ways they can incorporate gameplay into their library.
- Attendees will evaluate their community needs to determine if games are a useful focus.
- Attendees will have the tools to create a gaming proposal for their library.
Lauren Hays is the Instructional and Research Librarian and the Co-Director of the Center for Games and Learning at MidAmerica Nazarene University. She holds an undergraduate degree in education, a masters in library science, a masters in educational technology, and a graduate certificate in online teaching and learning. She is passionate about the learning process. Her professional interests include the librarian's role in informal learning and the scholarship for teaching and learning. Interview with Lauren Hays
Teresa Slobuski is the Head Librarian of the Vairo Library at Penn State Brandywine. In this role, she oversees all operations of the library. Slobuski is passionate about access and social justice and actively works to improve both representation and recognition of all in libraries. Slobuski completed her master’s degree in library and information science at Rutgers University. She has conducted research on a variety of topics such as the impact of non-text media on information retrieval, children’s literature, informal learning and the development of 21st century skills, library space usage, and educational technology topics, especially the use of games.
This is an online class that is taught asynchronously, meaning that participants do the work on their own time as their schedules allow. The class does not meet together at any particular times, although the instructor may set up optional sychronous chat sessions. Instruction includes readings and assignments in one-week segments. Class participation is in an online forum environment.
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