Revised version

Illogical Students: Don't Blame 'Em, Game 'Em

by M. Spiegelman and R. Glass

 

 

Abstract 

Social networking, Web 2.0 technology and gaming define the millennial student. This presentation highlights an innovative collaboration between a reference/instruction librarian and mathematics/ computer science instructor that utilized course blogs and gaming scenarios to incorporate information literacy as an integral and assessable component of math/computer science courses. Blogs afforded a unique environment where the reference/instruction librarian extended interaction with students beyond the traditional sessions and enhanced student/librarian relationships in a friendly, approachable manner. Games provided the interest and incentive students needed to improve their information literacy skills. Librarian and classroom instructor partnered on information literacy game design and adaptation, research assignments, and comments on student work as they shared their respective expertise in the virtual environment.  The concepts presented are applicable to all disciplines and may be implemented easily. 

 

The presenters will showcase and demonstrate their collaboration on assignment, game design and implementation in several courses.  Technical issues of software choice and configuration along with security and privacy will be discussed. Actual and anecdotal evidence will document how students benefited from the new learning activities and how the curriculum was enhanced with assignments and discussions normally difficult to incorporate in the traditional lecture. Specific strategies on getting students to post and comment will be demonstrated.  Rubrics and assessment of online work will be highlighted. 

 

Outline:

  • Background of Collaboration.
    • Role of Librarian and course instructor.
  • General Education Mathematics Course.
    • Overview of Assignments.
    • Discussion of results.
    • Overview and Implmentation of Web 2.0 Technology.
    • Game Storyboards.
    • Exhibition of student work ,  student feedback rubrics.
  • Mathematics / Computer Science courses.
    • Overview of Assignments.
    • Discussion of results.
    • Overview Implmentation of Web 2.0 Technology.
    • Game Storyboards.
    • Exhibition of student work, student feedback and rubrics.
  • Discussion on
    • application to other disiplines
    • collaborations
    • alternate Web 2.0 Tools and Course Management Systems.

 

 

Biographies:

Marsha Spiegelman, an associate professor in the Library Department at Nassau Community College is a reference and instruction librarian who teaches information literacy across the curriculum. Holding an MA from New York University and an MLS from St. John's University, she is President of the Greater New York Metropolitan Area chapter of the national Association of College and Research Libraries and chairs the College-wide Curriculum Committee at Nassau. She received the SUNY Chancellor's Award for Excellence in Librarianship in 1999.

 

Richard Glass, a professor in the Department of Mathematics, Statistics and Computer Processing at Nassau Community College teaches all levels of both Mathematics and Computer Science courses. Holding a PhD in Mathematics from Adelphi University, he has also worked as a software developer for several companies including Computer Associates. He has been actively involved in curriculum development and reform at all levels both departmentally and college-wide for over 15 years.

 

Expertise in Technology and Presentations.

Due to the innovative  nature of their collaboration along with the succesful inplementation of gaming and Web 2.0 technology, Professors Spiegeman and Glass have presented at technology, library and mathematics conferences both at the local and national level.  They have presented at the State University of New York (SUNY) Conference on Information Technology (CIT), provided Web 2.0 (Wiki) workshops for the Long Island Library Resource Council (LILRC).  They have presented at both the Nassau County Library Association (NCLA) annual conference and the 39th State University of New York Library Association (SUNYLA).  They will be presenting at the 23rd annual  2008 Computer In Libraries  conferenece in Wasington DC.  In the area of mathematics they have presented at the New York State Association of Two Year Colleges (NYSMATYC) and the 33rd annual American Mathematical Association of Two Year Colleges (AMATYC) national conference.  They will be presenting at the International Conference on Technology in Colligiate Mathemathics (ICTCM) in March.

 

Type of Presentation: Cuncurrent Session.

 

Illogical Students: Don't Blame 'Em, Game 'Em

by M. Spiegelman and R. Glass

 

Social networking, Web 2.0 technology and gaming define the millennial student. This presentation highlights an innovative collaboration between a reference/instruction librarian and mathematics/ computer science instructor that utilized course blogs and gaming scenarios to incorporate information literacy as an integral and assessable component of math/computer science courses. Blogs provided a unique environment where the reference/instruction librarian extended interaction with students beyond the traditional sessions and enhanced student/librarian relationships in a friendly, approachable manner. Games provided the interest and incentive students needed to improve their information literacy skills. Librarian and classroom instructor partnered on information literacy game design and adaptation , research assignments, and comments on student work as they shared their respective expertise in the virtual environment.  The concepts presented are applicable to all disciplines and may be implemented easily. 

 

The presentation will explore several implementations of the pedagogy including  but not limited to a modern-day implementation of Boolean logic in a General Education Mathematics course.  The traditional logic component was supplemented with research questions in online database searches taken directly from the humanities and social science courses. Students examined the empirical results of a database query and determined if sets of articles were equal due to equivalence laws or because a sub-expression generated a null set for the particular example. This real-world example reinforced the equivalence of the logic operators and the set theory covered in the typical course.   Another implementation involved History of Mathematics presented in a game scenario.  The game framework allowed students to view mathematics in a human context they comprehended, rather than seeing it as a series of abstract equations on the blackboard. 

 

The presenters will showcase and demonstrate their collaboration on assignment, game design and implementation of course blogs in several courses.  Technical issues of software choice and configuration along with security and privacy will be discussed. Actual and anecdotal evidence will document how students benefited from the new learning activities and how the curriculum was enhanced with assignments and discussions normally difficult to incorporate in the traditional lecture. Specific strategies on getting students to post and comment will be demonstrated.  Rubrics and assessment of online work will highlighted. 

 


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