Monday, April 27, 2015

Virtual Travel: Second Life

Below is a narrated depiction of the various things you can do in Second Life. I am going to quickly supplement the video, however, with some jotted down insights and opinions involving my own experience. I first used this platform in 2010 when I took the class Concepts and Practices at USF. We actually had to create an avatar and meet up during our scheduled class time one day, in lieu of coming to campus. Kinda neat in that regard.

Just as with the SIMS, one of my favorite things to do in a virtual game is create my avatar. Just as with Wii and Sims, I have a tendency to lose interest after I have chosen a hairstyle and outfit. What is interesting about Second Life as compared to other games, however, is that you have the option to create characters of different species. Unfortunately, I had difficulty getting some of the options, including the Avatar customization screen, to load on my computer. It seems to lag a lot in my opinion.

A profound thing about the virtual experience in Second Life is how intricate the world building is. One has the option to purchase a lot of land or room and furnish/design it to their own liking. I believe these premier accounts start out at around $6 a month. So, if you're feeling a little blue about your dismal surroundings, you can purchase a digital oasis for a low monthly fee.

I admit I was a but isolated this go around. I am leery of interacting with people I have never met before. I feel, personally, that anonymity has a way of permitting people to be a bit uglier/meaner than in real-time, so I wasn't too excited about approaching individuals and striking up convos with them. I do believe, however, that if this is something you're doing regularly, and you're employing the community tools like discussion boards, there is a lot of potential for social interaction.

At the risk of sounding short-sighted, I am a bit at odds with the virtual reality games. Outside of the visual dynamic, I don't understand the allure of roaming around in pixelated sand when the real stuff is just outside. I am intrigued to hear other peoples' experiences, though, and how they interact with these environments. I do think it could be a powerful social tool for the right person.

Preparing Instructional Media__Final Portfolio

Throughout the course of the semester, I have had to utilize a number of new programs and technological techniques to create informative presentations and handouts. Below is a compilation of the presentations and handouts I have created over the past few months.

Basic Game:Prance the Prancetastic Unicorn
Educational Game:Mermaids as Math Mentorst
Using Basic HTML to Create a Table HCPLC Budget
Handout: Placing Holds in HCPLC
PowerPoint:Create a Basic Pinup Look
Virtual Travel Presentation: Second Life
Microsoft Publisher Flyer: HCPLC Puppet Show

HCPLC---Employing my Fresh, New Handout DevelopmentSkills

I was asked by my supervisor to help devise a quick flyer for an upcoming puppet show. As fantastic as the guidelines provided in my Preparing Instructional Media class have been, they unfortunately can only be followed as far as Hillsborough County's "style guide" permits.

The county and library board have devised a Microsoft Publisher template that sets the basic layout for all library-hosted events. Fonts are to be certain size and color, pictures are to stay within defined parameters, etc. In this situation, I had to employ the skills I developed from this class and keep them within county expectations. It was difficult, however, a very valuable assignment in terms of practical, on-the-job-application.

Presentation: How to Create a Basic Pinup Look

In order to test my presentation skills, I developed a Microsoft PowerPoint presentation outlining basic pinup makeup techniques. The presentation breaks down the various elements of the look and how to achieve optimal results.

Prance the Prancetastic Unicorn---Making Games for Entertainment Purposes

I went kind-of backward in the game creation process. My first game, as you may have played (I hope) was "Mermaid Multiplication." After I mastered the art form of quiz games, I decided to use these newfound powers to help a magical unicorn eat cake. This game, I felt, was a bit more challenging to create. I had to create a number of scripts to make the cause-and-effect actions occur. In the end, however, I am pretty pleased with the cake-eating quest of a game. If you play, ignore what your doctor says and steer clear of the apples!!

Sunday, April 26, 2015

Using Mermaids as Math Mentors

Hello Everyone! I recently had the opportunity to develop an educational game for my Preparing Instructional Media Class. I tried to think back to the elementary level and think of simplistic games that both helped me and kept me engaged. In second grade, on a very basic DOS-like system, we had a game called---wow, I can't remember the name. Alas, the premise was that the players were driving a race car that was propelled by correctly-answered math questions. I wanted to create a similar quiz-based game, however, had to make it relevant to my interests--thus, the mermaid theme. I am also a big fan of alliteration, so the nautical theme suited me in that regard.

Admittedly, the platform used to create the game, Scratch, was horrifically daunting. One has to create variables and blocks, etc. As someone who has never worked with similar software, I didn't know where to begin. I honestly did not find the tutorials on the site very informative. I did a quick query on Youtube and found several videos outlining the game making process with the Scratch program.

After I got into the groove, it was pretty easy to develop a script for the game. Additionally, the software enables viewers to see the "behind the scenes" scoop on others' games/music videos as well. (Yes, I said music videos--do it.)

Below is the link to my game. I hope it helps you brush up on your basic multiplication skills in the most "fintastic" way.

Saturday, April 25, 2015

Games and Gaming in Public Libraries---oh my!

The library I work at recently reestablished a weekly program called GameZone. This one-hour block of afternoon time allows children to play video games on various consoles, including Wii and Ps2. I think the inclusion of this programming is fantastic. These programs help bolster social skills and have so much potential for cognitive development. I am basing my selections off of working in a small, urban library as that is where I currently work. The following are games I would recommend:

1. Super Smash Brothers. Released in 1999 for Nintendo 64, has seen many new releases and has, from what I can tell, maintained popularity during its decade-and-a-half lifetime. This game brings in a great crowd and I feel as though it is a helpful implement in promoting social interaction as it is performed in groups generally. Arguably, the game is a bit violent, however, I feel as though it is more beneficial socially, than detrimentally with gore and abrasiveness.

2. Dance, Dance Revolution was originally released as an arcade game and re-released for Playstation in 2001. It is now available on multiple consoles. I feel as though it would be beneficial for the library to purchase this game because it promotes an active lifestyle. Additionally, the foot coordination required to “dance” along with the arrows helps with “foot-eye” coordination. Is that a thing? We’re going to say it’s a thing. Moreover, it’s just fun. If we can get kids in the door for dance parties—why not do it?

3. Where in the World is Carmen Sandiego.? This game is educational and has a touch of nostalgic pull that resonates with me. From what I recall of the elementary school computer lab days, one has to answer questions and help track down Ms. Diego. Each correct response unlocks a clue. It’s fun and educational. The initial release was in 1985 for PC---it says apparently it was available on DOS. (Aww, I miss M.S. DOS.) The game is now available through Facebook and various internet platforms. I do believe this game is available to be played for free online, but I think it would be optimal to purchase an online game subscription service where this game and others could be securely accessed.

I almost wish this post were due a month from now for the secondary “research” portion. I am going to be attending the FLA conference to hear about Palm Harbor’s use of their MakerSpace for Youth Service programming. Oh well--stay tuned to the blog post-I.M. class to seek the adventure!

I found an interesting article by Kim Buchanan and Angela M. Vanden Elzen on the very topic of libraries incorporating games into their collections and programs. The authors argue that libraries have to adapt to their evolving surroundings and cannot deny the popularity of video games in our culture. The interesting aspect of the scholars’ argument development lies in their ability to break down the various facets of “gaming” that uphold general library objectives. Essentially, libraries function to inform their public—to keep them engaged, entertained, and constantly thinking. They are—to sound cliché—a powerhouse of information. Video games, at least within the argument of the text—function as books, but further engage players by extending challenges and interactivity.

In short, the writings assert that gaming would be an integral medium to bring non-traditional-library users through the door. Their incorporation would keep libraries relevant and would help further engage citizens by offering them information that they can become interactive and completely immersed within.

Buchanan, K.k.. & Vanden Elzen, A .a. (2012). Beyond a Fad: Why Video Games Should Be Part of 21st Century Libraries. Education Libraries, 35(1/2), 15-33.

Friday, April 24, 2015

Examining the HCPLC Budget in the Post Digitization Era---Table Style

As previously posted, there have been some "changes" in the HCPLC budget as the incorporation of digital technologies occurs within the industry. The information below is simply the information presented previously, interpreted into a table. This format allows for viewers to get the information quickly, without having to follow lines or graphs. I hope those of you who have been so impatient to not interpret my previous data find this useful. =o)

Annual Budget For HCPLC Libraries in Millions of USD

Year Budget in Millions of USD
2010 $40.32
2011 $89.97
2012 $85.9
2013 $48.98
2014 $60.94
2015 $81.96