Games and Learning and Society (GLS) Conference 3.0

DOIhttps://doi.org/10.1108/07419050710835992
Published date25 September 2007
Date25 September 2007
Pages24-24
AuthorUlrike Dieterle
Subject MatterLibrary & information science
Games and Learning and Society (GLS)
Conference 3.0
Ulrike Dieterle
24 LIBRARY HITECH NEWS Number 8 2007, p. 24, #Emerald Group Publishing Limited, 0741-9058, DOI 10.1108/07419050710835992
The third Games, Learning and
Society (GLS) Co nference, co-sponsored
by the University of Wisconsin-Madison
School of Education and the Academic
ADL Co-Lab was held 12-13 July 2007
and again convened in Madison, the city
between the lakes.Over the two days, the
event treated the approximately 375
attendees of academics, industry leaders,
educators, students and others to a
selection of engaging, provocative
and enlightening presentations. The
Conference exploredthe scholarship and
research of games/simulations and
tackled themes such as gaming literacy,
game design, participatory learning, the
gaming culture and trans-generational
applications, etc. Beyond the traditional
presentation formats, which we are all
too familiar with and include
presentations, discussion groups and
interactive workshops, there where
hands-on ‘‘chat’n’frag’’ sessions with
researchers, designers and players,
informal ‘‘fireside chats’’ next to the
flickering TV fireplace, a ‘‘teachers’
lounge’’ for K-12 interests and a chance
to recharge in the ‘‘dorm room’’ playing
games and munching popcorn. It was a
cutting-edge, energized group that met
Friday afternoon to r eview and
contribute suggestions for future GLS
gatherings. The themes were focused on
game design, game culture and the
potential for learning with games. I am
already lookingforward to next year!
Attendees traditionally include
academics, designers and educators
interested in how game technologies –
commercial games and others – can
enhance learning, culture and education.
There were over 100 speakers and
included the usual lineup of well-known
leaders in this field, including Ian
Bogost, Edward Castronova, James Paul
Gee, Henry Jenkins, Bill Tomlinson and
scores of others. Many of the sessions
are webcast and can be found at www.
glsconference.org/2007/default.htm and
an archive of the previous two
conferences are at www.glsconference.
org/2007/archive.htm
The top ten take-aways from the
Conference for me were:
(1) Games/simulations are generating
a growing body of research and
literature.
(2) Games are a multi-billion dollar
industry and getting bigger.
(3) Games/simulations are great
adjuncts to learning/training envi-
ronments.
(4) Games cannot be ignored.
(5) Our K-12 schools are, unfortu-
nately, not leading the way in
applying game play to learning.
(6) Libraries are doing a bang-up job
of bringing games and commu-
nities together.
(7) Games provide engaging, multi-
layered learning approaches.
(8) While games are associated pri-
marily with the young, all ages are
attracted.
(9) Games provide valuable experi-
ence with leadership, collabora-
tion, decision-making, risk
management, strategic thinking.
(10) Learning can and should be fun!
For additional information, see the
GLS Website at: www.glsconference.
org/2007/default.htm
Ulrike Dieterle (udieterle@wisc.edu)is
the Distance Services and Outreach
Coordinator, Ebling Library, Health
Sciences Learning Ce nter, University
of Wisconsin-Madison, Madison, WI,
USA.

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