Libraries should be the interactive space for 21st-century learning. Games like Yu-Gi-Oh, Sims, & World of Warcraft optimize:
- play
- analysis of theory & practice
- fun
- learning ultra-technical language (despite gamers' reading level academically)
- problem-solving
- technical skills development
- interaction between people of varying ages--the best learning communities are not age-related or age-limited
- interest-driven learning--when learners design their own curriculum (as they do games)
- role trading (leadership is distributed; eroded distinction between amateurs & professionals/experts
- distributed knowledge --the community is the expert, not individuals
- personal responsibility for the learning
- clear, concise, instant, & community-based feedback
- high tolerance for frustration and for community feedback & mentoring
- play/learning in either virtual or physical space.
From gaming we know that reading levels are directly correlated to interest & knowledge. Learners can be organized by their passion for something, not age or race, etc. Everyone has a passion for something & a deep skill in it. This is a different model from the curricular model of everyone knowing the same thing.
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