Monday, March 13, 2017

GAMING AND LEARNING COMMONS

Martin, Jeanette
ET-New Trends

Willett, R. (2016). Making, Makers, and Makerspaces: A Discourse Analysis of Professional Journal 
Articles and Blog Posts about Makerspaces in Public Libraries. Library Quarterly: Information, Community,86(3), 313-329. Retrieved March 13, 2017, from https://www.jstor.org/journal/libraryq.

This article talks about the history of the DIY movement which led to makerspaces being incorporated into public libraries, so that all people not just "privileged hobbyists," could have access to entrepreneurship, learning new crafts and community involvement.

This is an interesting article and one I have held on to. It talks about the punk movement as well as, MIT hackers and gaming and how these three components have led to the current makerspace movement we see today.  In working with teenagers, there is always a "hook" that I am looking for in getting them interested in coming to the library. The biggest "hook" is gaming and the competition and level of skill needed to participate. In creating a small makerspace in my current library gaming is a central part of the students interest and what brings them in. Some have come back to read books, make puzzles or create a piece of artwork. But its the gaming aspect that brings them into the space in the first place.

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