Published on March 15, 2016
1. Gamification and BYOx in academic libraries: low-end, practical approach 2016 LibTech Conference March 16, 2016 Plamen Miltenoff, Ph.D., MLIS St. Cloud State University
3. Gaming and gamification • game as a system of rules that, taken together, creates a simplified model of some aspect of reality (Koster, 2013). • definition of serious games as “digital games and equipment with an agenda of educational design and beyond entertainment” (Ulicsak and Wright, 2010, p. 24) • Gamification is defined as the process of applying game mechanics and game thinking to the real world to solve problems and engage users (Phetteplace & Felker, 2014, p. 19; Becker, 2013, p. 199; Kapp, 2012).
4. Gaming and gamification • Game based learning (GBL) is a type of game play that has defined learning out comes. • Digital Game Based learning emphasizes on Millennials and Generation Z affinity to electronic and online games versus “in- person” games (Tsai et al. 2015). • Paper available at: https://blog.stcloudstate.edu/ims/files/2015/03/Gaming-and- Gamification-in-academic-and-library-settings-final-draft-1digudu.pdf
5. Let’s revise • Please use your mobile devices, • open the browser on your mobile devices and • go to http://KAHOOT.IThttps://play.kahoot.it/#/k/60182627-60ce-4eb6-aa3d-25c0f7887151
6. Games / gamification in the academic library • Library Instruction Using Mobile Devices • Scavenger-hunt-like game • http://web.stcloudstate.edu/pmiltenoff/bi/ •http://bit.ly/learnlib
7. Resources and links • Link to Web page with all projects http://web.stcloudstate.edu/pmiltenoff/bi/ • Link to IMS blog https://blog.stcloudstate.edu/ims • Link to paper on gaming and gamification https://blog.stcloudstate.edu/ims/files/2015/03/Gaming-and- Gamification-in-academic-and-library-settings-final-draft-1digudu.pdf • Email: email@example.com • Link to SlideShare presentation: http://www.slideshare.net/aidemoreto/gamification-and-byox-in- academic-libraries-low-end-practical-approach
Another categorization compares gamification with other gameful approaches by looking at ... low cooperation ... including at the higher end, ...
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... The Gamification of Learning and Instruction is ... enterprisewide approach ... It provides the right amount of academic evidence, practical ...
... suggesting seven important components of a holistic approach to information literacy: ... the practical and ... need in an academic library.
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Create a broad library of gamification widgets ... Our Gamification approach, ... A ‘Box Full of Lives’ was set up at each site to collect patient ...
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We will be reporting on all of the sessions here at The Innovative Instructor ... the second day examined the practical ... at issues of academic ...