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Gamification in Libraries. 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.

Gamifying the Classroom with World of Classcraft

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. Mark Rowlands - Play the game. 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. See Also: The 50 Best Videos For Teachers Interested In Gamification. 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.

» Test-driving Purdue’s Passport gamification platform for library instruction ACRL TechConnect Blog

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. Gamification of University Life. Badge Forge. E-learning trends: what to expect in 2013. E-learning is expected to be worth US$107 billion globally by 2015.

E-learning trends: what to expect in 2013

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. 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.

Digital badges show students' skills along with degree

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. 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.

Gamify Your Life: A Guide to Incentivizing Everything

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. Game Night at the N.Y.P.L. The game operated on several levels (anyone can now play a basic version by registering online).

Game Night at the N.Y.P.L.

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 idea for a game began last November when Caro Llewellyn, director of the N.Y.P.L. centennial festivities, tried to imagine ways to engage young people. 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.

Persuasive Games: Exploitationware

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. 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.

Harnessing the power of game dynamics

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.

Why game dynamics matter Gamification, defined by Gabe Zichermann as “the process of game-thinking and game mechanics to engage users and solve problems,”6 is not just a hot topic in libraries or higher education. A game layer that can be compared to Facebook has not yet emerged. Janemcgonigal.files.wordpress.com/2010/12/the-benefits-of-videogames-wsj-com.pdf. Pubs/meaningfulframework.pdf. AADL Summer Game. Connect Your Summer 2011. Summer Reading Levels Up. Like many libraries, Canton (Mich.)

Summer Reading Levels Up

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. 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 Cloud, Social, Mobile, and Information Forces Will Shape 2013

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.

Why Game Learning Works. Games, Gamers, & Gaming: Gamification and Libraries. Biblio Bouts. 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? 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.” » 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. » Applying Game Dynamics to Library Services ACRL TechConnect Blog. There is a lot of talk about games at libraries. Seth Priebatsch: The game layer on top of the world. Jesse Schell: When games invade real life. Turning Work into Play with Online Games. Surfdaddy Orca January 13, 2010. Deloitte Consulting LLP.

Harnessing the power of game dynamics. Net.educause.edu/ir/library/pdf/HR2012.pdf. Reveals Top Predictions for IT Organizations and Users for 2013 and Beyond. ORLANDO, Fla., October 24, 2012 View All Press Releases Analysts Examine Latest Industry Directions at Gartner Symposium/ITxpo, October 21-25 in Orlando. 8 Research Findings Supporting the Benefits of Gamification in Education. Knowledge Quest. Published bimonthly September through June by the American Association of School Librarians, a division of the American Library Association, Knowledge Quest is devoted to offering substantive information to assist building-level school librarians, supervisors, library educators, and other decision makers concerned with the development of school library programs and services. Blood on the Stacks. Gamification 101: Why A Badge Is Better Than An A. Gamification 101: Why A Badge Is Better Than An A by Alison Anderson originally appeared on gettingsmart.com I admit this title makes a pretty bold statement for a society that pretty much uses the first five letters of the alphabet to define every child from about age 5 until adulthood.

Because Play Matters - Blog - A RECIPE for Meaningful Gamification. Save Steve Home. AADL Summer Game. Discovery Game for Libraries Kickstarted by Booklamp.org. The developers behind the Book Genome Project and Booklamp.org have launched a Kickstarter campaign for “The Game of Books,” a new digital card and role-playing game designed to reward young adults for reading. How 'Gamification' Can Make Your Customer Service Worse. Abusive customers. Low pay. How to Gamify Your Goals: A Step By Step Guide. How to Gamify Those Pesky New Year’s Resolutions The Following is a Guest Post by Jon Guerrera When I started gamifying my goals last year, I didn’t think it would become something worth sharing.

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.