Title: McKinley Technology High School (MTHS) is a newly renovated
1Beyond Space Invaders Gaming Technologies in
Libraries 1.0
Presented by
Gloria J. Reaves Library Media Specialist McKinley
Technology High School District of Columbia
Public Schools Washington, D.C. gloria.reaves_at_k12
.dc.us
2(No Transcript)
3The Conversation
My intent is to
- begin the conversation of school library
- professionals using video games technology
- to enrich the library program
- engage relevant parties in the conversation
4McKinley Technology High School (MTHS) is a newly
renovated, public technology high school in the
nations capital that is becoming a model for the
District of Columbia and surrounding high
schools.
James G. Davis Construction Corporation
5McKinley Technical High School closed in 1997,
lay dormant while much political debate
eventually determined its future
James G. Davis Construction Corp. Bernstein
Associates Photo
6The school re-opened in August 2004 as McKinley
Technology High School with a 21st Century
mission, emphasis and focus.
7McKinley is predicted to be at the forefront of
preparing the next generation of techites as
employers for jobs yet to be named, and employees
for jobs yet to be created.
8Resources invested in McKinley Technology HS
represent hope - a new beginning for high schools
and quality education in DCPS
9In its third year resurgence, McKinley is
demonstrating a penchant for innovation and
creativity
10MTHS is the first school in the world to install
a Vicon Motion Capture Studio to be used by
students to design educational video games.
11The gaming emphasis gives students exposure to
the field, and provides a support structure that
will enhance students academic and practical
skills
12in the core concentrations of broadcast
technology, biotechnology, and information
technology.
13Additional Uniqueness
- McKinley is also unique in that it combines
- a first class liberal arts education with
- the job skills development of a technical
program.
Students are being prepared to go college
and/or to go directly into the workforce.
14Technology Across the Curriculum
At MTHS, technology is the adhesive that
strengthens teaching and learning across the
curriculum.
Technology
General graduation requirements
Area concentration requirements
15Social studies and history brought to life
Via implementation of technology in the classroom
- In U.S. History and American Government, 11th and
12th graders are transported to different times
and eras through lessons enhanced by - PowerPoint presentations using data projectors
- Graphs
- MP3 downloads
- Textbook web page activities.
16Geography classes utilize Geographic Information
Systems (GIS) to construct, analyze, and
reinforce mapping concepts.
17In a Web Design class, students create web pages
on an academic area of interest
- The Civil War,
- A chemistry experiment,
- Spanish language project,
- Algebra in action, etc.
18In this 21st Century high tech setting, the
library media program is a challenging and
comprehensive work in progress.
Library July 31, 2002
James G. Davis Construction Corp. Bernstein
Associates Photo
19Library After Renovation
20Mission
To thoroughly support the information needs of
students as they develop knowledge and expertise
in the areas of bio/medical, information, and
broadcast technologies.
Vision
- To increase students desire to use the Library,
and their ability to effectively locate and use
information via an exciting video game that takes
players on a tour of the facility, and instructs
in information literacy and research essentials.
21It has been documented that we, educators,
are dealing with a new kind of child
October, 2006
22Exploring A New Approach
- In order to
- encourage students to deepen their interest in
the library, - become better acquainted with what it has to
offer, and - provide efficient and effective services
- A new approach is needed
January 21, 2007
23An Intense Interest In Gaming
This new approach appeals to students interest
in gaming and the concept of utilizing gaming
technology to create a product that will generate
interest in the library as a valuable resource
and catalyst for student achievement.
- There exists an intense interest in the activity
of gaming - Some libraries encourage gaming
- Some libraries host gaming tournaments
- Some libraries purchase and circulate video games
24So why not exert the effort to capture some of
the gleam found in the eyes
of students engaged in a video game?
The intensity, the joy, the focus, the engagement!
25Some college libraries have already started
talking about using video games technology to
produce virtual worlds to deliver library
services.
Information Today, June 2006
26Conversation Prompts
- Reading of the previously noted article
- Lack of innovative technology model-ship at the
school level - McKinley Technology HS IT Departments
establishment of the Senior Projects class - The idea of What if
27Information Technology
Senior Projects Class
Students use video gaming technology to produce a
product for
- A non-profit organization
- A teacher or department at McKinley
- Local Community
28A New Creation
- Collaborated with the IT Department
- Communicated my idea for a gaming product
-
- A student was assigned
- Create for the Library Media Center
- a tour, that will eventually expand into
- an orientation session
- in the fashion of a game where students employ
some of the same techniques and strategies used
in popular video games. All of which to be
accessed from the Librarys website.
29Kellee Herbert and Larniece Brown are the
seniors who worked on this endeavor
Steps taken
- Consultation
- Planning/Journaling
- Picture taking
- Rendering the photographs
- The Product
30Photo of Reference Section
31Rendered Photo
32Photo of Biography Section
33Rendered Photo
34Photo of chairs w/fabric
35Rendered Photo
36Photo of entrance
37Rendered Photo - Entrance/Exit
38The Process
39The Results
40Next Steps
- Continue working with McKinleys IT Department
- Assemble a team of 8-12 students to continue
work - on the project
- Increase the amount of time spent on project to
- include summer programs, and internship slots
- Locate mentors in the gaming industry to
provide - additional guidance and expertise
41Our amazement with new computer technologies
frequently leads us to
adopt new devices too hastily
Quentin Schultze An Essential Guide to Public
Speaking, 2006
- Will not be the case w/gaming technology in
school libraries - Gaming applications in bibliographic instruction
is in the - initial phase
- Concept will keep evolving as research and
technology - continue to make breakthroughs
42What We know
- There exists a new generation of students with
interests so imbedded in technology that we
cannot hope to reach them without engaging in the
same. - There is incentive to meet students where they
are, including their gaming interests. - Gaming technology is a real possibility for
positively impacting qualitative school library
use.
43 Research since the 1990s indicates
Scholastic Library Publishing Research Foundation
Paper, 2006 edition
44- As
- Teacher/librarians,
- Information/media specialists, and
- Contributors, in numerous capacities, to the
- education community
- School library professionals must continue to
seek innovative ways to enable students to become
lifelong learners through the process of
accessing and using information and ideas
efficiently and effectively
45Steamroller Story
46Special Thanks
McKinley Technology High School
Dan Gohl, Principal Rick Kelsey, Director -
Information Technology and Gaming Academy Jeff
Kelsey, Instructor -Information Technology and
Gaming Academy Faculty and Staff
DC Public Schools
All Library Media Specialists
Family, friends, and colleagues
47The End
48Beyond Space Invaders Gaming Technologies in
Libraries 1.0
Presented by
Gloria J. Reaves Library Media Specialist McKinley
Technology High School District of Columbia
Public Schools Washington, D.C. gloria.reaves_at_k12
.dc.us