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Using Nintendo Wii in Library Programming for Young Adults - Coursework Example

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The paper "Using Nintendo Wii in Library Programming for Young Adults" states that the only factor that gaming could negatively affect the child’s mental, psychological, and behavioral development boils down to the type of games these children are playing. …
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Using Nintendo Wii in Library Programming for Young Adults
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Using Nintendo Wii in Library Programming for Young Adults Table of Contents I. Introduction …………………………………………………………… 3 II. Thesis Statement …………………………………………………….. 4 III. About Nintendo Wii, Microsoft’s Xbox 260 Elite and Sony PlayStation 3 …………………………………………………… 4 IV. Benefits of Using Nintendo Wii and Other Game Consoles in U.S. School Libraries …………………………………………………. 5 a. Promotes the Learning of the Students ……………….. 5 b. Bridges the Gap between Children and School Staffs . 7 c. Improves the Students’ Communication, Negotiation and Socialization Skills …………………….. 7 V. Discussion ……………………………………………………………… 8 VI. Recommendation and Conclusion ………………………………….. 9 References ……………………………………………………………………. 10 - 12 Introduction As part of the rapidly improving modern technology, many schools throughout the United States are considering the role of video gaming in libraries. (The Shifted Librarian, 2007) Based on the pilot survey study of Nicholson (2007), around 77% of the public libraries support gaming one way or the other but only 40% or 4 out of 10 school libraries in the United States support in-house gaming programs. Basically, one of the most common factors that triggers the importance of gaming in school libraries is the fact that the quality of gaming offered by Wii significantly increases the students’ energy and enthusiam to learn. (MacKenty, 2006) One of the most controversial issues that are highly associated with playing video games is the common perception that that these games could promote a culture of violence among the American youths. (Lieberman, 1998) In line with this matter, many studies have shown that playing violent video games is considered as one major factor that could increase the number of massacres in different schools. (Gegax, Adler and Pedersen, 1998) Despite the negative impact of playing video games in the students’ aggressive behavior (Winkel, Novak and Hopson, 1987; Graybill et al., 1987), the researcher will discuss the benefits of using Nintendo Wii and other game consoles in each of the local school libraries. Eventually, the researcher will critically analyze the how these games could increase the students’ interest in learning the school subjects. Prior to the conclusion, the researcher will provide a recommendation on how game console could be beneficial to the learning experience of the students. Thesis Statement “Using Nintendo Wii and other game consoles in the library is appropriate and useful in enhancing the learning experience of the students.” About Nintendo Wii, Microsoft’s Xbox 260 Elite and Sony PlayStation 3 Nintendo Wii is considered as one of the top three next generation of game console that many school librarians are considering aside from Microsoft’s Xbox 260 Elite and Sony’s PlayStation 3 (PS3). (Czarnecki, 2007) Wii enables the players to control the game using the motion of the hands, measuring the body movement and its velocity accurately. (MacKenty, 2007) Wii is capable of delivering outstanding graphics and high quality sound which could significantly adds up to the quality of the students’ gaming experience. Since Wii game console is designed using the standard USB port, Wii games can easily be played by several students through networking. Wii game console is also applicable to older TV models to allow more students to view the game. Microsoft’s Xbox 260 Elite or PlayStation 3 is capable of multiplayer games. These two game consoles can be more appropriate to enable the school libraries to offer gaming tournaments with different schools because of its ability to provide online chat communication tool and powerful hard drive. (Czarnecki, 2007) Microsoft’s Xbox 260 Elite and/or PlayStation 3 can also be used in giving the students the opportunity to play games after their class schedules. There is a big difference with the use of Microsoft’s Xbox 260 and PlayStation 3. The Xbox can be used by thousands of users worldwide because of its massive multiplayer online role-playing game (MMORPG) option as compared to PlayStation 3 which could accommodate only four to eight players max. (Czarnecki, 2007) Wii game console can also be used in gaming nights and tournaments because the console allows a maximum of four (4) players to play Wii Sports. (Czarnecki, 2007) The only problem with using Wii game console is the fact that it requires a lot of space to allow the players to give their maximum performance in the game. When playing the Wii’s Big Brain Academy, the Wii game console can be used by a maximum of eight (8) players. (Czarnecki, 2007) For example: Fontana Branch Library formed a video game club that gathers as much as 50 playes each Thursday. (Lucas, 2008) This is obviously a fun way of encouraging the students to frequently visit the school library. Benefits of Using Nintendo Wii and Other Game Consoles in U.S. School Libraries Promotes the Learning of the Students The game console can be used as a stable technical platform in the school libraries because of the small amount of investment requirement. (MacKenty, 2006) Since the game console is portable, Wii can be used not only within the school libraries but also in the classrooms and media centers. Video gaming could increase the students’ interest in learning. For this reason, this tool can be used in promoting individual and group activities in order to enable the students to learn the importance of team playing and allowing them to learn from real life experiences while playing. In fact, having a game culture in school could promote the importance of cross-cultural and collective learning. (Squire and Steinkuehler, 2005) In general, the promotion of gaming culture within the school libraries could increase the students’ information literacy by encouraging the students to develop the habit of gathering academic information through research works. (Squire and Steinkuehler, 2005) In the process of making a research of the study, the students are expected to develop critical thinking with regards to judging the quality of the gathered information they will be using in Wii games. In line with this matter, Raph Koster – the author of ‘A Theory of Fun for Game Design’ stated that games are fun way of enabling the students to learn new things. (Koster, 2004) Gamers in general learn new skills by going through a series of experimentation while playing the game. (Ward-Crixell, 2007) In the process, students do not only learn from mastery but also in comprehension. According to Jack Martin – the library’s assistant coordinator for young adult services, gaming is better teaching tool for children as compared to the usual test examination given in school because once a child fails the test; there is no other way for the child to learn from his mistakes. (Schiesel, 2008) Unlike in gaming, the children learn from their mistake and encourage them to play again. In the process, the child learns through a series of playing games. For this reason, Wii gaming can be used in inspiring the students to actively participate in problem solving. For example: Sid Meier’s Civilization III (Civ3), a multiplayer online game, can be used in teaching the students a real-life experience regarding the history behind civilization in cities, railroads, temples, libraries and armies. (Squire and Steinkuehler, 2005) On the other hand, the following games can be used in different learning: (1) SIM City can be used in teaching urban planning (SIM CITY Societies, 2008); (2) the SIMS known as human household simulation game teaches the gamers on family planning, architecture and interior design (The Sims, 2008); and (3) TOTAL WAR is a milatry history simulation that teaches the gamers how to manage the armies, cities and the economy (Medieval II - Total War, 2008). Bridges the Gap between Children and School Staffs According to Jack Martin – the NYPL’s assistant coordinator of young adult services, the provision of gaming at the library could bring the children closer with the adults such as school teachers, families and friends. (Chung, 2008) Since the senior librarians are not very much proficient with the use of gaming technology, setting up Nintendo Wii gaming system at the local school libraries could encourage them to learn more about the use of high technology gadgets. (The Shifted Librarian, 2007) On the other hand, students could also learn little things from the senior librarians through a regular communication regarding the available Wii games. Aside from enabling the narrow down the gap between the senior librarians and the students, the school librarians could easily use gaming promotion as an effective strategy in encouraging the younger generation to spend more time learning at the library. (Schiesel, 2008) Improves the Students’ Communication, Negotiation and Socialization Skills Wii gaming could increase the students’ social interaction with other students and school librarians. The availability of gaming in the school libraries could also be effective in encouraging the students to join the library’s gaming nights, gaming club, or gaming tournaments. (Czarnecki, 2007) As a result, there is a strong possibility that these students could improve their communication and socialization skills as they allow themselves to actively learn from the games. (Lucas, 2008; Czarnecki, 2007; The Shifted Librarian, 2007) In many cases, gamers also develop their ability to negotiate with other people while playing games. Because of Wii’s capablity to offer multiplayer games, the students learn to negotiate who would be the next to play on the game console. For example: the librarians could take play seriously by encouraging the students to actively participate in playing video games at the school library every late Friday afternoon wherein the school librarians could show the students the school’s lated collection of books, films, music, and educational video games. (LIS News, 2008; Schiesel, 2008) Discussion Considering the positive effects of using Nintendo Wii in school libraries, it is unavoidable to redesign the traditional libraries in order to encourage more students to have the passion to visit the school libraries whenever these kids have free time. (The Shifted Librarian, 2007) Basically, there is really nothing wrong with playing games. The only reason why some children develop aggressive behaviour by playing video games is caused by the presence of violent games in the market. The study of Anderson and Bushman (2001) gathered 35 different studies showing that exposure to violent video games could increase the aggressive feelings, physiological arousal, aggressive behaviors and thoughts such as the act of being rude and disrespectful among children and adults. For instance, over exposure to sexual violence could desensitize the audience. (Strasburger and Wilson, 2002; Mulin and Linz, 1995) As a result, there is a higher probability that players of such video games could become less sympathetic towards the victims of domestic violence as compared to those individuals who have never been exposed to any forms of violence. (Mulin and Linz, 1995) Recommendation and Conclusion Gaming console can be used in the school libraries as a way of increasing the students’ literacy in different subjects, writing and reading skills, enthusiasm to learn and social development related to team building, socialization, communication and negotiation skills. The only factor that gaming could negatively affect the child’s mental, psychological, and behavioral development boils down to the type of games these children are playing. For this reason, it is highly recommended for school libraries to carefully select the type of games librarians would collect on behalf of these children. References: Anderson, C.A. and B.J. Bushman. "Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature." Psychological Science (2001): Vol. 12, pp. 353 - 359. Chung, Jen. "New York Public Library." 21 March 2008. Bring Your Video Game Skills...to the NY Public Library! 6 April 2008 . Czarnecki, Kelly. "School Library Journal." 1 August 2007. The Big Three: Next Generation Video Consoles: The next generation of video consoles offers something for everyone. 7 April 2008 . Gegax, T.T., I. Adler and D. Pedersen. "The Boys Behind the Ambush." News Report. 1998. Graybill, D., et al. "Effects of Playing versus Observing Violent versus Non-violent Videogames on Childrens Aggression." A Quarterly Journal of Human Behavior (1987): Vol. 24, pp. 1 - 7. Koster, Ralph. A Theory of Fun for Game Design. Paraglyph, 2004. Lieberman, Joseph. "Video Game Report Card Press Conference. Statement of Senator Joe Lieberman. In AOL Journals Expert Profiles School Shooters." 1998. 31 March 2008 . "LIS News." 24 March 2008. Taking Play Seriously at the Public Library With Young Video Gamers. 7 April 2008 . Lucas, Laurice. "The Press-Enterprise." 23 March 2008. Inland libraries bringing in video games as part of teen offerings. 7 April 2008 . MacKenty, Bill. "A Review of the Nintendo Wii Console." School Library Journal (2007): Vol. 53, Issue 1. —. "School Library Journal." 1 September 2006. All Play and No Work: Computer games are invading the classroom—and not a moment too soon. 6 April 2008 . "Medieval II - Total War." 2008. Synopsis. 6 April 2008 . Mulin and Linz. "Desensitization and Resensitization to Violence Against Women: Effects of Exposure to Sexually Violent Films on Judgements of Domestic Violent Victims." Journal of Personality and Social Psychology (1995): Vol. 69, pp. 449 - 459. Nicholson, Scott. 2007. The Role of Gaming in Libraries: Taking the Pulse. 6 April 2008 . Schiesel, Seth. "The New York Times." 28 March 2008. Taking Play Seriously at the Public Library With Young Video Gamers . 7 April 2008 . "SIM CITY Societies." 2008. About SimCity Societies. 7 April 2008 . Squire, Kurt and Constance Steinkuehler. "Library Journal." 15 April 2005. Meet the Gamers: They research, teach, learn, and collaborate. So far, without libraries. 6 April 2008 . Strasburger, V.C. and B.J. Wilson. Children, Adolescents, and the Media. Thousand Oaks, CA: Sage, 2002. "The Shifted Librarian." 28 November 2007. Still More Reasons to Offer Gaming in Libraries (and the Value of Play). 6 April 2008 . "The Sims." 2008. About the Sims. 7 April 2008 . Ward-Crixell, Kit. "School Library Journal." 1 September 2007. Gaming Advocacy: Report on TechSource Symposium: New ways librarians can support learning and literacy. 7 April 2008 . Winkel, M., D. Novak and H. Hopson. "Personality Factors, Subject, Gender, and the Effects of Aggressive Video Games on Aggression in Adolescents." Journal of Research in Personality (1987): Vol. 21, pp. 211 - 223. Read More
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