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Asynchronous eCourse beginning March 2, 2015 and continuing for 4 weeks
An ALA Editions eCourse facilitated by Kelly Czarnecki
Please note: Your purchase at the ALA Store is only Step 1 of a 2-Step Registration process!
Upon purchase you will receive a registration PDF in the form of a digital download. This PDF contains a link to our Registration page and a password. You must download this PDF and follow the instructions in order to complete the registration. The download link can be found on the final confirmation screen after you complete your purchase, and may also be accessed from your Account History. Confirmation with login instructions, reminders, and alerts will go to the email address used in the registration.
This eCourse is licensed for a single user. For pricing on bulk purchases in excess of $1,000, please contact us for more information.
Estimated Hours of Learning: 20
Certificate of Completion available upon request
After participating in this eCourse, you will be able to:
- Navigate Machinima, one of the top video entertainment networks for gamers, and incorporate it into library programs or digital media labs
- Develop a game design document
- Compare game creation software and identify the best options for your needs
- Understand alternate reality games and how they relate to libraries and transmedia storytelling
- Generate ideas for creating library games for mobile devices
- Create digital media library programs that develop 21st-century skills
Take your gaming nights up a notch by drawing eager creators to your workstations! Library programs in game design and interactive media are proving to be immensely popular with teens; what’s more, educators tout their value in teaching 21st-century skills. Noted library gamer Kelly Czarnecki will be your guide in this eCourse loaded with activities for both novices and experienced participants, and generously illustrated with numerous video examples. You’ll learn the basic skills to get your teens started in designing, producing and telling their stories. Your purchase includes the PDF version of "Digital Storytelling in Practice,” Czarnecki’s October 2009 issue of Library Technology Reports.
Week One: Working with Machinima
- Telling stories with game characters
- Steps to developing a program around Machinima
- Gathering content
- Choosing a game engine
- Software for recording
Week Two: Game Design Principles
- Examples of game design in action
- Developing a theme
- Types of games
- How to develop a game design document
- Game design workshops and programs
Week Three: Alternate Reality Games
- Scalability and managing resources
- Common communication tools
- Using the library’s physical space
Week Four: Virtual, Mobile, and Augmented Reality Gaming
- Mobile and 21st century learning
- Using augmented reality technology
- Planning a program
How this eCourse Works
The eCourse begins on March 2. Your participation will require approximately five hours a week, at times that fit your schedule. There are no live sessions. All activities take place on the website, and you will be expected to
- Read, listen to or view online content
- Post to online discussion boards
- Complete weekly assignments or activities
Instructor Kelly Czarnecki will monitor discussion boards regularly during the four-week period, lead group discussions, and will also answer individual questions. All interaction will take place on the eCourse site, which will be available 24 hours a day, 7 days a week. It's recommended that students log into the site on March 2 or within a few days for an overview of the content and to begin the first lesson.
Participants will need regular access to a computer with an internet connection for online message boards participation, viewing online video, listening to streaming audio (mp3 files), and downloading and viewing PDFs and PowerPoint files. ALA Editions eCourses are fully compatible with Windows and MacOs.
About the Instructor
is a Teen Services Librarian at ImaginOn
with the Charlotte Mecklenburg Public Library in North Carolina and an experienced collaborator with community groups in teen programming.. Author of Gaming in Libraries
(THE TECH SET® #9) and the Library Technology Reports
issue “Digital Storytelling in Practice,” she also wrote School Library Journal
’s “Gaming Life” column for several years. She is a former chair of YALSA’s Teen Tech Week
committee and a frequent presenter on the intersection of gaming and libraries.