Manhattanville College Library, Purchase NY

About

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Project Description: At Manhattanville College, a small liberal arts college dedicated to educating its students to become ethically and socially responsible leaders for the global community, students will design games for middle school students on how to use the library to find a book, use a general database, ask for reference help, navigate the library website, and develop a time management plan.

Target Population: 15 pre-freshmen college students age 17-18 and 265 minority middle school students from low income families

Project Design: As part of the Manhattanville Advancement Program (MAP) that serves economically disadvantaged scholarship students that have demonstrated the potential for academic success, the library will use games during this pre-freshman summer program, to enrich the academic foundation of MAP students. Scratch, a free gaming programming tool, will be used to teach students about design, working with different types of media, and basic programming concepts. Students will be divided into five teams and each team will develop a specific game:

· finding a book,

· using a general database,

· asking for reference help,

· navigating the library website,

· developing a time management plan.

MAP students will, in turn, teach these innovative games to the MPALS students at their weekend sessions in February and March, 2010. .

Project Goals:

· To nurture students for academic success and to strengthen the leadership qualities of the participants

· Develop five specific types of games related to information literacy and bibliography instruction

· Use games created by these students can be used as models for other undergraduate programs

The Library will partner with:

· Manhattanville Promotes Academics and Lifelong Success (MPALS)

· Department of Mathematics and Computer Science

· Graduate School of Education

Awards Won

Title Year
Libraries, Literacy and Gaming Grant

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These grants were awarded to libraries that clearly demonstrated creativity, capacity, sustainability and a strong commitment to literacy-related gaming services.

2009 - Selection(s)

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