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Videogames, Libraries, and the Feedback Loop: Learning Beyond the Stacks

Sandra Schamroth Abrams
St. John’s University, USA

Hannah R. Gerber
Sam Houston State University, USA


Product Details
Format:
Hardback
ISBN:
9781800715066
Published:
22 Apr 2021
Publisher:
Emerald Publishing Limited
Dimensions:
184 pages - 152 x 229mm
Videogames, Libraries, and the Feedback Loop offers a fresh understanding of the learning potential of youth videogaming in public libraries. Delving into research-based accounts which showcase feedback mechanisms that nurture meaningful learning, Abrams and Gerber equip readers to re-envision library programming that specifically features youth videogame play.  

Contending that videogaming inherently involves important reflective and iterative practices, and interaction with other living resources and individuals, the authors of this book examine how, facilitated by the feedback loop, librarians can find ways to develop their youth gaming programs, and help young people hone their meta-awareness of such meaning making. Looking at how gamers engage in interest-driven learning, and ultimately grow as learners, Abrams and Gerber also acknowledge remote learning scenarios accelerated by the Covid-19 pandemic, and suggest how videogame library programs can evolve to meet new needs of youth patrons. 

Showcasing the intrinsic value of library programs that include videogames, this book is a crucial resource for anyone interested in offering, supporting, refining, or simply expanding understandings of library-based videogame events and programs.
Chapter 1. Introduction 
Chapter 2. The Feedback Loop: Learning from Videogame Experiences 
Chapter 3. A Tale of Two Library Videogame Spaces  
Chapter 4. Meaning Making through the Feedback Loop 
Chapter 5. Where Do We Go from Here? (Re)Thinking Library Videogame Spaces through the Feedback Loop
Chapter 6. Looking Forward: Possibilities for Future Library Videogaming Programs
Sandra Schamroth Abrams, Ph.D., is Professor and Director of the Curriculum and Instruction Ph.D. Program at St. John's University, New York, USA.

Hannah R. Gerber, Ph. D., is Associate Professor at Sam Houston State University, USA and an Honorary Professor at the University of South Africa, Africa.
Abrams and Gerber masterfully illustrate it is no longer a question of whether gaming-driven learning practices should be included in literacy learning spaces such as libraries, but rather what’s taking us so long to provide these opportunities to all youth. The Feedback Loop Framework and the multi-iterative ways learners evaluate and reflect on their own learning experiences has tremendous implications not only for the fields of gaming and libraries, but also the very ways we consider youth meaning making in traditional learning spaces. The youth will show us the way, they always do; we just need to be prepared to trust and follow. Abrams and Gerber show us how. - Shelbie Witte, Ph.D., Kim and Chuck Watson Endowed Chair in Education, Oklahoma State University, USA, author of Text to Epitext: Expanding Students' Comprehension, Engagement, and Media Literacy

Videogames, Libraries, and the Feedback Loop, by Sandra Schamroth Abrams and Hannah Gerber, is an extremely useful and revelatory read that describes how libraries and librarians can foster learning and discovery through videogame play. It's useful in the sense that librarians and, actually, educators, in general, can take lessons learned from the authors' examination of what sorts of learning and meaning making come from the use of videogames in supported learning spaces. Central to how the learning is examined is this concept of the feedback loop--a set of real-time indicators and signifiers that players interact with that helps them understand their place in a game and make strategic decisions on how to proceed. Chapter 2, which covers the feedback loop is crucial reading for anyone designing learning spaces that focus on iterative and interest-driven experiences (aka the I2 approach covered in Chapter 5). Indeed, the book and the feedback loop lens are a revelation for me (an instructional game designer turned professor) as I think about engaging course design and my role as a co-learner/explorer with my students in a higher education environment that was forced to shift to online instruction! This detailed account of how learners engage with videogames with collaborative support is very timely and I cannot recommend this book enough. - Mark Danger Chen, Ph.D., Lecturer, Interactive Media Design, University of Washington Bothell, USA, author of Leet Noobs: The Life and Death of an Expert Player Group in World of Warcraft.

Drs. Sandra Abrams and Hannah Gerber provided a detailed look at implementing videogames programming in libraries. Drs. Abrams and Gerber bring extensive experience in research on videogames and youth. This book offers insights to both researchers and practitioners for how to implement a videogame program but also what those programs can provide to youth who are participating, beyond just playing a videogame. The framework of a feedback loop that Drs. Abrams and Gerber present, although a well-known concept within videogames, provides those offering videogame programming in libraries a much needed way to assess their programs and determine success. Whether you are offering your first videogame program or you are a seasoned pro, this book offers new insights for everyone. - Crystle Martin, Ph.D., Director of Library and Learning Resources, El Camino College, California, USA, author of Voyage across a Constellation of Information: Information Literacy in Interest-Driven Learning Communities.

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