Open Password – Friday, August 6, 2021
#957
Michael Klems – Information Professionals – Linked In Gaming – Public Libraries – Non-library groups – Lisa Mützespacher – Evelyn Buchholtz – Mediothek Krefeld – Friedrich Schiller – Computer and video games – Diversity – Learning processes – Social skills – Game evenings – Library tours – Discussion rounds – Game addiction – Gaming Station – Play It Day! – Virtual Reality – Game Tester – Game Guide NRW – Parent LAN – Game Shops – Specialist Office for Youth Media Culture – YouTube meets Science – KreMINTec – matricx GmbH – FIFA School Battle – Bayer 05 Uerdingen – Uerdingen Vocational College – Young Males – Postbank – Youth Study – Corona – Face-to-face teaching – hybrid teaching – distance learning – technical equipment – school – university – Thomas Brosch – flexibility – personal contacts
- Cover story
Gaming in the public library: Introducing groups that are not familiar with the library –
and these are not just male young people – By Lisa Mützespacher and Evelyn Buchholtz, Mediothek Krefeld
II.
Michael Klems, Information Professional: Get to work and be on the move on many fronts!
III.
Letters: Library 2022 in Leipzig
IV.
Postbank youth study: Slight majority for exclusive face-to-face teaching
Michael Klem, through passes 2019
Michael Klems,
Information Professional
Get to work
and be out and about on many fronts!
Sorry… that I’m playing the role of reminder, admonisher and spoilsport here. It’s the turn of the month and it’s summer and vacation time.
It’s good when business models provide regular income and you can easily retain this income from the customer via contract.
It’s good if you’re busy with one or more projects and the customer also pays.
It’s good if a calculated cushion has been built up for the summer time in order to cushion the kink.
Stupid – if none of this is available. Please don’t lie to your pocket now. Numbers can be brutal.
Even more stupid: In my opinion – with increased LinkedIn engagement you can now get on the right track.
My tip: work on a long-tail topic. Pure activism will not turn things around. Social media, including LinkedIn, is just one building block. Business still takes place in other worlds. LinkedIn is just one piece of the puzzle in the customer journey.
To the points. I can answer all 3 points with a YES. Until then it was constructive, hard and long work.
Friends out there: There is no such thing as easy. Energy has to go in somewhere so that something comes out. And energy must also be used efficiently.
Now start working and don’t announce anything.
From: LinkedIn
Gaming in the public library
Introduce groups that are not related to the library –
and these are not just male young people
By Lisa Beutelspacher and Evelyn Buchholtz, Mediothek Krefeld
Lisa Bagspacher
“Man only plays when he is human in the full meaning of the word, and he is only fully human when he plays.”
(Friedrich Schiller: Letters on the Aesthetic Education of Man, 1794)
The realization of how important playing is for humans first had to take place in…
Establish people’s awareness. In the meantime, not only traditional games, but also gaming, the playing of video and console games, has fought its way out of its niche existence and has arrived at the center of society. In 2008, computer and video games were officially recognized as cultural assets by the German Cultural Council [1] . Today, video gamers are no longer just young people, but people of all ages. The variety of games has also grown and can certainly keep up with traditional media: games tell stories, provide us with information, set concrete goals, demand our active participation, support learning processes and, above all, are fun!
For public libraries, video games offer new ways to reach users,
whose interest in “traditional” library offerings is rather low. Above all, it is not only teenagers and young adults that can be addressed here. Through gaming offers, members of these target groups can be targeted in the reality of their lives. In the long term, this strengthens the bond with the library as an institution and offers opportunities for participation and creative exchange with like-minded people. It has long been known that gaming has the potential to support learning processes and train social skills [2] . Playing games in libraries is also not a new topic. Gaming activities have been offered by public and academic libraries for over 150 years [3] . Although the media and content have changed significantly over time, the basis of library work remains the same: the needs and interests of users are in the foreground and should be the basis for all library activities.
Libraries that deal with the topic of gaming simultaneously open themselves up to a new culture, new technologies and access to new ways of thinking and thinking
Working methods [4] .
The spectrum ranges from game evenings and video game contests to events on game development to gamified library tours or discussion groups on the subject of gaming addiction. The range of games and gaming offers in public
Libraries are now very diverse and therefore speak equally diversely
interested parties.
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Gaming in the Krefeld Media Library
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The Mediothek Krefeld sees itself as a cultural institution with an educational mission, as a place of
Encounter and communication as well as providing space for creative development. The use of board games and video games is an ideal complement to traditional ones
Media forms. Like most other public libraries, the Krefeld Mediothek has had games in its inventory for many years. However, it quickly became clear that simply building up inventory with the aim of increasing user and loan numbers cannot be a promising concept. A gaming project was started in 2014 with federal funding. The target group initially focused on the difficult-to-reach group of 13 to 18 year olds. The project realized several elements of the media library’s gaming strategy. As part of the redesign of the youth department, a gaming station with Playstation was set up
invites you to play together. In addition to purchasing electronic games,
Games consoles and suitable furniture were used to create a variety of events for all age groups, which continue to this day. Three are exemplary here
of these events are presented.
The Play-it! Day, which was only planned as a kick-off event for the 2014 gaming project, has now become established and has since attracted hundreds of visitors every year of all age groups in the media library. On a Sunday in autumn, the staff transform the library rooms into a play oasis for young and old. Between the bookshelves, traditional board games meet digital innovations, current sports game trends meet virtual reality offerings that compete with real exercise offerings such as badminton, table tennis and, for the first time in 2019, Spikeball. An airbrush tattoo station and a live improvisation theater complete the gaming experience. The event ranges from a ball pool for little ones to a challenge with a chess game
cross-generational interest and primarily appeals to families.
With the game tester group , an event initiated by the NRW game guide , there has been an event format since December 2014 in which the focus is not only on playing, but also on critically examining the content of the games. Under educational guidance, ten young people evaluate console games twice a month in terms of their quality and playability and write test reports and recommendations. The game tester group’s reviews are published on the Game Guide NRW website. Due to the age rating regulations, the game testers must be at least twelve years old. The first group of testers has now formed a group of 16-year-olds and older who regularly play console games from the media library together.
As fascinating as the digital game worlds are for young people, they are also confusing or even confusing
They can be scary for parents. The parent LAN is intended to provide a remedy here and create a bridge between the generations. Interested parents are invited to try out the video games themselves, exchange ideas with each other and ask questions to accompanying media educators.
[1] Frankfurter Rundschau [online edition]: Game Association now in the German Cultural Council, August 14, 2008,
fr.de/kultur/game-verband-jetzt-deutschen-kulturrat-11588853.html>
[2] Gee, James Paul: What Video Games Have to Teach Us about Learning and Literacy, New York 2003.
Online: .
[3] Nicholson, Scott: Playing in the Past. A History of Games, Toys, and Puzzles in North American Libraries, in: The Library
Quarterly: Information, Community, Policy 83 (4), 2013, pp. 341–361. Online: .
[4] Deeg, Christoph: Gaming and Libraries, Berlin/Boston 2014.
Evelyn Buchholtz
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Cooperations
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Learn from each other and work together! This is not only brought closer to the participants of the gaming events, but also practiced by the media library itself. Without the expertise and support of its cooperation partners, the numerous gaming activities in the media library would be unthinkable.
For example, game promotions are offered by local game stores, game time and
Hüüldopp supported. They provide games and other equipment, give tips and information to the media library staff and get involved
Events.
With the Specialist Office for Youth Media Culture NRW (FJMK) from 2015 to 2018
Summer holiday activities on YouTube, Minecraft and coding are offered. Here, for a week, young people filmed “Let’s play” videos or worked on creating and expanding video games.
New since 2019 is the “Youtube meets Science” project in cooperation with the Krefeld zdi center KreMINTec and matrix GmbH. Here, young people are introduced to MINT content in an entertaining way. In the first “Roberta” workshop, pairs of six children plus adults met on a Saturday to learn the basics of programming
to develop playfully.
Collaborations enable the media library to think outside the box and better approach the world of gamers. The collaboration with TakeTV, an international provider of eSports streaming based in Krefeld, is a great benefit. A FIFA school battle was initiated together, in which Krefeld students competed against each other in console football.
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Challenges
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As in other public libraries, staffing in the Krefeld Mediothek is also tight. The planning, establishment and continuous development of gaming projects become a time- and resource-intensive challenge. The Krefeld media library is nevertheless planning to further expand its gaming offerings, as there is no shortage of ideas and commitment. There will probably be a cooperation with the Bayer 05 Uerdingen eV sports club and the Uerdingen vocational college in the eSports area in 2020 . The aim is to establish eSports as a popular sport and to promote it under educational guidance.
We are also committed to maintaining and expanding supervised gaming activities
Support is required – through cooperation partnerships, volunteers with an affinity for games (as there are some in the media library) and, last but not least, through the tolerance of the library team, who continue to do the service work unimpressed even during matches at the neighboring table football table.
New digital gaming and distribution models can further build up the electronic game inventory, which would be good if among the library’s employees
Those who enjoy playing are active.
Even though some gaming events have now become established in the library world that go beyond the target group of male young people, this group still forms the largest field of participants [1] . The media library is working on including other target groups more intensively in its offerings.
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Conclusion
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Gaming opens up new opportunities for libraries to engage with audiences that pay less attention to “traditional” media. But even target groups that at first glance are less gaming-savvy can be addressed with sensibly designed projects and events and thus be permanently linked to the library. A major challenge for public libraries and their teams is to establish an overall concept that goes beyond inventory development. This is the only way games can receive the same appreciation as traditional media. A successful gaming strategy can improve the external image and contributes to the acceptance of
video games among the general population. The rapid developments in this area in particular require constant attention from libraries and
Municipalities.
The Krefeld media library faces the challenges that come with digital
gaming culture and sees the opportunity to address new user groups.
[1] Bagspacher, L. (2019). Off to new adventures! O-Bib. The Open Library Journal / Publisher VDB, 6(3), 56-69. On-line:
letters
Librarian Day 2022 in Leipzig
Dear ladies and gentlemen, dear colleagues,
The 8th Library Congress under the motto #CreatingFree Spaces will take place from March 14th to 17th, 2022 at the Congress Center Leipzig (110th German Librarian Day). Submissions are still possible until September 15th, 2021.
The call for papers with the online submission system as well as further information about the congress can be found on the congress website www.bid-kongress-leipzig.de –
We look forward to your contributions and cordially invite you to mKongress.
Kind regards, Dr. Monika Braß, Library & Information Germany (BID) eV
Postbank Youth Digital Study 2021
Every second young person would like to return to face-to-face teaching only
The advantages and disadvantages of homeschooling
What was unthinkable until 2020 suddenly became real during the Corona crisis: nine out of ten pupils and students completed lessons digitally during the pandemic.
However, if the young people have their way, this should not remain the permanent situation: for the time after the pandemic, the majority of those surveyed (51 percent) would like teaching to be taught exclusively in person again. At least 35 percent are in favor of a switch between digital and Analogue lessons.Predominantly distance learning fails with only 14 percent of learners. This is evident from the representative youth digital study 2021 by Postbank, for which 1,000 young people between the ages of 16 and 18 were surveyed.
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Teachers’ didactic skills need improvement. __________________________________________________________________________________
The survey also shows that many educational institutions were not technically optimally prepared for home schooling. While the respondents rated their own work equipment equipment with an average grade of 2.1, schools and universities scored a whole school grade lower at 3.1. The learners also see deficits in the technical skills of the lecturers and teachers as well as in the school or university’s overall concept for digital teaching or digital lectures. In both categories, the respondents gave the school grade 3.0.
“As our digital studies show, the technical equipment with tablets etc. in German households is now really good. In educational institutions, this development was still in its early stages when the Corona crisis made it necessary,” says Thomas Brosch, Head of Digital Sales the Postbank. “It was not uncommon for teachers to be able to learn from their digitally native students – an experience that was new and often even enriching for both sides.” When it comes to digital teaching, the teaching skills of the teachers are only satisfactory: with a school grade of 3.3, they receive the worst rating from high school students and only a 3.1 across all types of schools.
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Digital home schooling: More flexible, but often more distracted
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While there are problems with the technology, pupils and students particularly appreciate the newfound flexibility: in the eyes of those surveyed, the main advantage of home schooling was the time savings. 55 percent liked that they could save themselves the commute to school and college. Learners also see the fact that tasks can be completed more flexibly and at self-determined times as a plus point (52 percent). “Saving time is the greatest achievement of digitalization. It is a decisive factor in the choice of channel not only for homeschooling or home office, but also for banking services. But as in the school environment, personal contact is still the first step, especially when it comes to topics that require explanation election,” said Brosch. 43 percent of young people say that in some subjects digital lessons are not possible or are not clear enough. 38 percent find the exchange of technical questions too complicated.
The respondents’ main problems were distractions within their own four walls. 51 percent say that they are more easily disturbed at home – for example by computer games, messenger or household members. Pupils and students see a further disadvantage in the lack of personal contact with classmates or fellow students. 45 percent of young people miss it. Respondents also complain that distance learning means they spend too much time on screens (44 percent).
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