This presentation will look at the history of interactive learning and gaming in libraries and educational settings. Everyone wants to be able to offer their patrons the best resources for learning and entertainment. In a time of limited budgets, it will ask the question: when is the right time to consider investing in tech heavy programming considering such factors as cost, educational value and the fleeting popularity of technology over time?
In the presentation, we use the example of Second Life and Minecraft to advocate for an examination of the professional literature before investing heavily in a currently popular learning tool or game that may or may not be the right fit given your intended use and desired outcomes.