Gamers Are Readers

A recent article entitled “Gamers are Readers”  in “School Library Journal” (April 2009, Vol. 55 Issue 4, p24-25)  ” discusses providing readers’ advisory to students who are avid video game players. It suggests finding literary parallels to different genres of video games, such as action or shooter games, strategy and simulation games, and adventure or role-playing games. A list of recommended book characteristics and book titles for school libraries is included.”

From the abstract: Academic Search Premier

Article authors:  Lori Easterwood ( is a Teen/Adult Librarian at the Sacramento Public Library.  Lindsey Patrick Wesson ( is the Continuing Education Coordinator for the Tennessee State Library and Archives.


Virginia DOE Supports Gaming in Schools

Several districts around the country have purchased electronic games and others are piloting them for learning outcomes. Virginia is the only statewide system that has endorsed the concept to pilot games for the state. They are piloting the popular game DimensionM as talked about in the article! from THE Journal.  

Neither Jared or I have reviewed this game and we would appreciate anyone making some comments on this if they have used it in the classroom or have played it

Virginia DOE Pilots Immersive Gaming Statewide

The Virginia Department of Education’s Office of Education Technology has recently announced a pilot program using Tabula Digita’s immersive educational video game, DimensionM.

The state’s eight superintendent study groups will be represented in the pilot, slated to run from February through May. Following current research findings, the program will gauge the games effectiveness in several key areas, including:

  • Active critical learning;
  • Intellectual risk-taking;
  • Individual achievement; and
  • Practice of core concepts.

“This technology represents a cutting-edge resource for educators looking to enthuse, capture, and retain the attention of today’s digitally-motivated students,” said Tammy McGraw, director of educational technology for the Virginia Department of Education, in a prepared statement. “We are anxious to observe how schools integrate this immersive educational technology as a collaborative learning and teaching tool.”

Gaming for Learning at the 2009 SCASL Summer Institute:

South Carolina Upstate Technology Conference

Greenville, SC
June 23-25, 2009

Pre-Conference Workshop: Gaming to Learn in the Media Center
June 23
1 – 7pm (there will be a break for dinner)

Jared Seay, Addlestone Library, College of Charleston and Bob Noe, South Carolina ETV (Retired)

Gaming across America has become a way for libraries to encourage play, socialization, cultural enrichment and learning. Electronic and board gaming are both becoming an exciting way for libraries to increase their patron base and promote themselves. Public libraries have become the leader in gaming utilization in the library communities but the academic and school communities are quickly increasing their gaming participation. This workshop will look at how k-12 libraries fit into this picture and what media specialists (who have not already done so) can do to get into the act. There will be hands on time in the library to play games for learning! The SCASL Summer Institute is partnering with the Upstate Technology Conference in Greenville this year.