Gaming as Teaching Tool

Gaming as Teaching Tool

October 15, 2010

ANAHEIM — All work and no play makes a dull syllabus.

That is what Sarah Smith-Robbins, director of emerging technologies at the Indiana University at Bloomington, told a somewhat wary audience here at the 2010 Educause conference on Thursday. “Games are absolutely the best way to learn,” she said. “They are superior to any other instructional model.”

Smith-Robbins prefaced her remarks by reminding the audience that she was taking an intentionally strong position in order to stoke debate. But she nevertheless argued that games — as simple as tag or as complex as World of Warcraft — can accomplish an array of teaching goals that more traditional pedagogy says it wants to achieve, but often does not.

“Fundamentally, school is already a game,” she said. “It’s just a really bad one. The rules are not clear. The system works better for some people than for others. Not everybody has the same resources at the beginning of the game. We don’t start on a level playing field or with a shared goal.”

Entire article here:


The Library as Learning Commons: Rethink, Reuse, Recycle

At Oregon State University (OSU) Libraries, librarians are evaluating the decade-old information commons in the transition to a learning commons. Visits to commons spaces at libraries across the country provided perspective on this transition. This paper describes the development of the OSU Libraries Information Commons, identifies themes from our trips to other commons, and discusses the idea that we need to incorporate the concepts of the commons throughout the library in recognition that wherever our students are in the library becomes their learning commons.

Article from College and Academic Libraries.  Volume 17, Issue 2 & 3 April 2010 , pages 273 – 286. Article Link.