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Gamification in Libraries. Connect Your Summer | Canton Public Library. BadgeOS. Gamifying the Classroom with World of Classcraft. World of Classcraft as a Model for the Classroom A common dilemma with students is having to decide between focusing in school or playing video games. Shawn Young is looking to fix that. World of Classcraft (WoC) is a game for the classroom where students can choose one of three classes, gain powers, and face peril. The game follows a rule structure commonly found in that of MMORPG video games like World of Warcraft. When students do positive actions in the class room they can gain experience points, which leads to leveling up, and gaining special abilities. The goal is to turn the entire classroom into a game – not just a few minutes each day at the end of class playing ‘heads up, seven up’.

An example skill tree. In WoC, monsters become homework, boss battles become tests, and the classroom becomes an adventure. To make things easier while using this game, the author created a web-based interface to keep track of everything. Keep track with ease Image by Damian Gadal. Mark Rowlands - Play the game. In one of his letters to the Corinthians, St Paul takes a firm line on what it means to be an adult: ‘When I was a child, I spoke as a child, I understood as a child, I thought as a child.

But when I became a man I put away childish things.’ Lately, I’ve wondered more and more whether he was right as events have taken a somewhat different turn for me. My second childhood was kindly delivered to me by my children. This, I suspect, was no coincidence. Children know something that adults have forgotten — something adults have to forget when they begin playing the great game of growing up and becoming someone. It started with the running. My older son, four years old at the time, was getting bullied at school.

Whenever we do something only for the sake of something else, we are working — even if we receive no financial reward During my recuperation, I would find myself gazing longingly at the tennis courts in the park across the street. This is a kind of instrumental thinking. Comments. There Be Dragons: Ten Potential Pitfalls of Gamification. ClassBadges Now Offering Free Custom Gamification Badges. We’ve been watching ClassBadges evolve over the past several months. Way back in October , we wrote about the site that lets you create badges for your students as you set out on your quest to gamify your classroom. Whatever your goal is (improve engagement, increase activity, incentivize learning, etc.) – ClassBadges looked like one of the best options.

As of today, they now have custom gamification badges available. So if you’re halfway decent at graphic design, this is a great bit of news for you. In fact, the custom badges feature could be a fun way to get your students involved in actually deciding and creating the badges in the first place. You could put students in charge of coming up with their own badge system (the artwork, the design, the value of each badge, etc.) and then upload them on ClassBadges. See Also: The 50 Best Videos For Teachers Interested In Gamification After logging into ClassBadges (it may take awhile to get confirmation), create a course.

Plagiarism Game - Lycoming College. » Test-driving Purdue’s Passport gamification platform for library instruction ACRL TechConnect Blog. Gamification in libraries has become a topic of interest in the professional discourse, and one that ACRL TechConnect has covered in Applying Game Dynamics to Library Services and Why Gamify and What to Avoid in Gamification. Much of what has been written about badging systems in libraries pertains to gamifying library services. However, being an Instructional Services Librarian, I have been interested in tying gamification to library instruction. When library skills are not always part of required learning outcomes or directly associated with particular classes, thinking more creatively about promotion and embeddedness of library tutorials prompted me to become interested in tying a badging system to the University of Arizona Libraries’ online learning objects.

For a brief review on badges, they are visual representations of skills and achievements. From Refresher on motivation Structure and scalability Main challenge screen Leveling up Task progress by users Badge work details. Gamification of University Life | Spark with Nora Young | CBC Radio. Badge Forge || Welcome. E-learning trends: what to expect in 2013. E-learning is expected to be worth US$107 billion globally by 2015. Experts predict that digital learning is going to be increasingly mobile in 2013, which will open it up to a wide audience in South Africa where 2.4 million people have access to the internet via their cellphones alone.

Just like interacting with technology every day has changed (and is changing) the way we work, the way we shop, the way we socialise, and other aspects of our lives, increasingly using technology in education is going to change the way we learn, too. "Gamification" is the current buzzword in the digital sphere, and it's likely to be the biggest trend to affect digital learning in 2013.

In 2011 gamers in the US spent $17bn on video games and the average gamer in the US spends 10 hours a week gaming. E-learning designers and developers are starting to harness what it is that keeps gamers coming back for more to design more effective training material. Designed to be interactive. Gamification in Libraries presentation for Library 2.012 conference. Digital badges show students' skills along with degree.

September 11, 2012 WEST LAFAYETTE, Ind. — Digital badges, icons that represent academic achievements or skills smaller than a college degree, are an increasingly popular way for universities to acknowledge the breadth of student learning. Now Purdue University has developed a pair of mobile apps that make creating, awarding and displaying badges much easier. The apps, available online, are called Passport and Passport Profile . A video explaining how Passport works is available on YouTube. Kyle Bowen, director of informatics in Information Technology at Purdue, says badges are an exciting new concept that is being adopted across higher education.

"Badges become a way to recognize learning in all of its forms," Bowen says. "Many instructors are moving to new models of instruction, and Passport is a technology that supports many of those new models. " "Students learn in many ways and in a variety of settings while attending a university such as Purdue," McCartney says. Gamify Your Life: A Guide to Incentivizing Everything.

There's few things you enjoy doing for it's own sake, there's eating, having sex, socializing maybe. Everything else is enjoyable because it has been previously or currently reinforced either by positive or negative reinforcement, like playing games, eating spicy food, doing sports, watching tv, doing art, science, studying, competing, etc. The rewards you get for doing stuff you like doesn't have to be something primary like food, can be something associated to something primary, like food, and it still works. Like someone said, this is basic behavioral psychology and learning theory stuff and i wish the article would elaborate it like that.

I don't have the reference handy right now, but I know that rewarding behavior that has it's own built-in pleasurable component tends to decrease the behavior. That's the thing, "built-in pleasurable component" of things is called intrinsic motivation to do something, behavioral science challenges this notion. I think we are arguing semantics here.

Game Night at the N.Y.P.L. The game operated on several levels (anyone can now play a basic version by registering online). A hundred items in the library were marked as “artifacts” by QR tags (those weird square barcodes that smart phones can identify). Around seventy squads made up of seven members each scattered themselves around the library, using iPhones to find and scan the artifacts which would then “mathemagically” unlock a secret power. The powers, in turn, unlocked chapters of the epic book that the five hundred of us would collectively write by 5 A.M. Each chapter held specific assignments that correlated to artifacts unlocked by the squad. For example, one artifact was the original Winnie the Pooh stuffed bear, the “embodiment of kindness, friendship, loyalty and courage.” The corresponding assignment: “What values do think will be most important in the future? Create a new mascot and friends who could embody those values.

“What was amazing is how socially aware the group is,” Llewellyn said. Persuasive Games: Exploitationware. In the meantime, there's another lesson to learn from Frank Luntz: don't let the opposition set the terms of the debate. Instead, concoct better concepts with which to oppose them. In addition to his many verbal offensives, Luntz is also the architect of defensive phrases like "death tax," which invokes considerably more dissatisfaction than "estate tax. " The latter phrase sounds like it applies to the wealthy (which, as a matter of fact, it does), but Luntz managed to help win much more mainstream support for its possible repeal by removing resentment about its association with wealth and replacing that resentment with disgust at the idea of being taxed just for dying.

And more recently, Luntz has advocated that Republicans opposing Obama's health care reform by calling it a "Washington takeover" that will force citizens to "stand in line" for care. In particular, gamification proposes to replace real incentives with fictional ones. When seen in this light, "gamification" is a misnomer. Harnessing the power of game dynamics. Why, how to, and how not to gamify the library experience Bohyun Kim + Author Affiliations There is a lot of talk about games at libraries. Public libraries in particular have been active in incorporating videogames in their programs and collections.2 Academic libraries have been much less likely to create a videogame collection or offer gaming-related programs or services. However, gaming is no longer a distant topic to academic libraries.

The 2012 Horizon Report predicted that game-based learning is on the two-or-three-year horizon for adoption in higher education.3 Some academic libraries are already moving in this direction. University of Huddersfield Library in the UK has built a game targeting library users called “Lemon Tree.”4 The North Carolina State University (NCSU) Libraries enlivened their orientation program by adding gaming elements and created the NCSU Libraries’ Mobile Scavenger Hunt.5 Why game dynamics matter Zichermann’s definition expresses the goal of gamification well. Pubs/meaningfulframework.pdf. Summer Game | AADL Summer Game. Connect Your Summer 2011 | Canton Public Library. Summer Reading Levels Up. Like many libraries, Canton (Mich.) Public Library has traditionally operated a summer reading program to encourage children to keep reading through the summer months when they aren’t facing regular class assignments. But the library had two significant issues with the program. One was budgetary. “We have relied on the community, sponsors, donors, and our own budget to pay for the traditional program,” said Laurie Golden, CPL’s marketing and communications manager. That network of community partners wasn’t enough to offset sharp cuts to the library’s budget, because the partners are facing budget cuts of their own. This year, instead of offering a summer reading program, CPL presented Connect Your Summer, a game in which players collected badges for tapping into various experiences.

Each of the 10 badges could be earned by reading, but players could also earn them by attending programs hosted by the library or its community partners, or by choosing their own related activity. Pierce County Library Introduces New [Gamification] Features To Summer Reading Program. Gartner Predicts Cloud, Social, Mobile, and Information Forces Will Shape 2013. IT Trends | Feature Page 3 of 4 Gartner Predicts Cloud, Social, Mobile, and Information Forces Will Shape 2013 At the same time, bring-your-own-device programs are introducing increased risk into the organization.

Gartner predicts that through 2014, employee-owned devices will be compromised with malware at more than double the rate of devices owned by the organization. While that may seem like an obvious outcome of unfettered personal device usage, Plummer observed, it's a fact that needs to be communicated to the user community.

Most people--including IT staff--don't even realize how many of those endpoints are sitting inside the firewall with direct access to network resources. Rather than try to stop the growth of BYOD or invest IT dollars in the purchase and distribution of devices that will somehow be controlled more tightly, Gartner advises its clients, take a lesson from higher education: Segment the network. Why Game Learning Works. Games, Gamers, & Gaming: Gamification and Libraries. Biblio Bouts | Login. Gamifying Your Library.

Before the grammar police break down my door, allow me to defend my use of “gamifying”. If “gamification” can have its own Wikipedia page, and no less of a respectable source than National Public Radio can use it, then I think I’m good. So save your vitriol for those using “cyberspace”. I mean, srsly. Librarian gamers have long worked to bring gamers into the library through such offerings as “game nights” at the library.

But what if you could make using the library a game in itself? This is the premise behind a product produced by the likely-named outfit Running in the Halls. Dubbed Librarygame™, it comes in two “flavors”, “Orangetree” for public libraries and “Lemontree” for academic. The description for librarians offers more detail: Librarygame™ adds elements that make games engaging and delightful, directly into the library experience. Game like facets: Here are some of the core features of Librarygame regardless of the flavour: Game guru Jane McGonigal says "gamification" should make tasks hard, not easy. Gamification, or making a non-game application more engaging by making it game-like, should not make tasks easy for the people undertaking them.

It should make them harder, says Jane McGonigal, game research director of the Institute for Future and author of a new book on gamification, “Reality is Broken: Why games make us better and how they can change the world”. McGonigal says Web site owners — including those of major corporations — should make tasks challenging, so that the sense of achievement upon completing them is greater. The assertion is related to McGonigal’s definition of a game, which she talked about at the Gamification Summit today in San Francisco.

She said that “games are unnecessary obstacles that we volunteer to tackle.” When people play games, they are trying to achieve a feeling of “eustress,” a kind of positive stress that motivates us to perform our best, she said. The good feeling you get when you play an engaging game is what she calls “gamefulness.” » Why Gamify and What to Avoid in Library Gamification ACRL TechConnect Blog. In my last post, “Applying Game Dynamics to Library Services,” I presented several ideas for applying game dynamics to library services. After the post, I have received a comment like this, which I thought worthwhile to further explore. What about the risk of gamification – the fact that it can deprive people of internal motivation for serious activities by offering superficial external rewards?

We tend to associate the library with learning, research, scholarship, and something serious. By contrast, games make us think of fun. For this reason, it is natural to worry about a library or any library-related activities such as reading, studying, researching becoming frivolous and trivial by gamification. Why gamify? SCVNGR plans to create a game platform as Facebook built a social platform. Gamification is not just a hot topic in libraries or higher education. But why apply game design elements to the non-game context in the first place? What to avoid in library gamification Notes. » Applying Game Dynamics to Library Services ACRL TechConnect Blog. Seth Priebatsch: The game layer on top of the world.

Jesse Schell: When games invade real life. Turning Work into Play with Online Games. Gamification | Gaming gets serious | Tech Trends 2012| Deloitte Consulting LLP. Harnessing the power of game dynamics. Reveals Top Predictions for IT Organizations and Users for 2013 and Beyond. 8 Research Findings Supporting the Benefits of Gamification in Education. Knowledge Quest. Blood on the Stacks. Gamification 101: Why A Badge Is Better Than An A. Because Play Matters - Blog - A RECIPE for Meaningful Gamification.

Save Steve Home. Contact Us Form | AADL Summer Game. Discovery Game for Libraries Kickstarted by How 'Gamification' Can Make Your Customer Service Worse | Wired Enterprise. How to Gamify Your Goals: A Step By Step Guide. Magicians: A Language Learning RPG by Kyle Simons. Two to Three Years: Game-Based Learning « 2011 Horizon Report. Just Press Play ! Gaming the Archives - Wired Campus. Game-Based Learning in Higher Education. Gamification sucks: Lessons from the field « UX Australia 2011. Lib Labs of the UOC Virtual Library. QR Code Quest: a Library Scavenger Hunt. Librarygame - gamification for public and academic libraries. Because Play Matters - Blog - Strategies for Meaningful Gamification: Concepts behind Transformative Play and Participatory Museums  Level Up Book Club. PD With Two Snaps and a Twist. Coxtl : @CarliSpina @aimeegbartis ours... Coxtl : @CarliSpina @aimeegbartis we... Gaming Professional Development. Aimeegbartis : @CarliSpina @coxtl ours started...

Aimeegbartis : @CarliSpina @coxtl I think... How 10 Colleges Are Using Game-Based Learning Right Now. Gamification Basics for librarians.