Chapter 4. Gamification in Education and Libraries

Bohyun Kim

Abstract


Game-based learning and serious games had been a topic of much discussion and many studies in education before gamification became popular. Recently, gamification has begun to be utilized as a new learning strategy due to its ability to capture people’s attention, to engage them in a target activity, and even to influence their behavior. Chapter 4 of Library Technology Reports (vol. 51, no. 2), “Understanding Gamification,” focuses on the examples of the gamification of learning used in businesses and workplaces, education, and libraries and discusses what each gamification does, how it works, and how successful it is. Libraries have been particularly active in introducing gamification into multiple service areas to increase their engagement with library users. This chapter reviews the examples of gamified library summer reading programs, gamified library experience, gamified library instruction, gamified library orientation, and a full-fledged library gamification mobile app.


Full Text:

HTML PDF

References


Jane McGonigal, Reality Is Broken: Why Games Make Us Better and How They Can Change the World (New York: Penguin, 2011), 125.

“Bottle Bank Arcade,” YouTube video, 1:36, posted by “Rolighetsteorin,” October 15, 2009, embedded on The Fun Theory website, www.thefuntheory.com.

“The Speed Camera Lottery,” YouTube video, 2:08, posted by “Rolighetsteorin,” November 12, 2010, embedded on The Fun Theory website, www.thefuntheory.com.

“Piano Stairs,” YouTube video, 1:47, posted by “Rolighetsteorin,” October 7, 2009, embedded on The Fun Theory website, www.thefuntheory.com.

“SDG&E Celebrates San Diego’s Biggest Energy Savers,” news release, San Diego Gas and Electric, January 6, 2012, www.sdge.com/newsroom/press-releases/2012-01-06/sdge-celebrates-san-diego’s-biggest-energy-savers.

Nick Summers, “Nike+ Now Has Over 18 Million Members,” The Next Web Blog, August 21, 2013, http://thenextweb.com/insider/2013/08/21/nike-now-has-18m-members-logging-their-daily-exercise-with-a-fuelband-sportwatch-or-fitness-app.

Richard Van Eck, “Digital Game-Based Learning: It’s Not Just the Digital Natives Who Are Restless,” Educause Review 41, no. 2 (2006): 16–30; Thomas M. Connolly, Elizabeth A. Boyle, Ewan MacArthur, Thomas Hainey, and James M. Boyle, 2012. “A Systematic Literature Review of Empirical Evidence on Computer Games and Serious Games,” Computers and Education 59, no. 2 (2012): 661–86, doi:10.1016/j.compedu.2012.03.004.

Sebastian Deterding, Dan Dixon, Rilla Khaled, and Lennart Nacke, “From Game Design Elements to Gamefulness: Defining ‘Gamification,’” in Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (New York: Association for Computing Machinery, 2011), 9–15, doi:10.1145/2181037.2181040; Andrzej Marczewski, Gamification: A Simple Introduction and a Bit More, 2nd ed. (self-published on Amazon Digital Services, 2013), Kindle edition.

Karl M. Kapp, The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education, (San Francisco: Pfeiffer, 2012), 17.

Heong Weng Mak, “Deloitte Leadership Academy Leads with the Gamification of Training,” Gamification Corp., January 11, 2013, www.gamification.co/2013/01/11/deloitte-leadership-academy-leads-with-the-gamification-of-training.

Kapp, Gamification of Learning and Instruction, 19-20.

Florin Oprescu, Christian Jones, and Mary Katsikitis, “I PLAY AT WORK—Ten Principles for Transforming Work Processes through Gamification,” article 14, Frontiers in Psychology 5 (January 2014): 1–2, doi:10.3389/fpsyg.2014.00014.

“Badges,” Stack Overflow Help Center, accessed October 15, 2014, http://stackoverflow.com/help/badges.

“LevelUp for Photoshop,” Adobe, accessed October 15, 2014, http://success.adobe.com/microsites/levelup/index.html (page now discontinued).

“Codecademy,” Wikipedia, last updated November 19, 2014, https://en.wikipedia.org/wiki/Codecademy.

Alex Magdaleno, “How a High School Teacher Is ‘Gamifying’ World News,” Mashable, February 3, 2014, http://mashable.com/2014/02/02/high-school-fantasy-geopolitics.

Eric Nelson, “Fantasy Geopolitics,” Kickstarter page, last updated March 31, 2014, https://www.kickstarter.com/projects/nelsonejn/fantasy-geopolitics.

Heong Weng Mak, “The Gamification of College Lectures at the University of Michigan,” Gamification Corp., February 8, 2013, www.gamification.co/2013/02/08/the-gamification-of-college-lectures-at-the-university-of-michigan.

Josh Keller, “Smartphone Game Turns College Tours, Orientations into Scavenger Hunts,” Wired Campus (blog), Chronicle of Higher Education, September 9, 2011, http://chronicle.com/blogs/wiredcampus/mobile-game-turns-college-tours-and-orientations-into-scavenger-hunts/33114.

David Raths, “How Badges Really Work in Higher Education,” Campus Technology, June 20, 2013, http://campustechnology.com/Articles/2013/06/20/How-Badges-Really-Work-in-Higher-Education.aspx.

Steve Tally, “Digital Badges Show Students’ Skills along with Degree,” news release, Purdue University, September 11, 2012, www.purdue.edu/newsroom/releases/2012/Q3/digital-badges-show-students-skills-along-with-degree.html.

Haley Dover, “Purdue Creates Competency Degree Program,” JConline, Lafayette Journal and Courier, September 5, 2014, www.jconline.com/story/news/2014/09/04/purdue-creates-competency-degree-program/15069165.

Fiona Fui-Hoon Nah, Qing Zeng, Venkata Rajasekhar Telaprolu, Abhishek Padmanabhuni Ayyappa, and Brenda Eschenbrenner, “Gamification of Education: A Review of Literature,” in HCI in Business: First International Conference, HCIB 2014, Held as Part of HCI International 2014, Heraklion, Crete, Greece, June 22–27, 2014, Proceedings, edited by Fiona Fui-Hoon Nah, 401–9, Lecture Notes in Computer Science 8527 (Cham, Switzerland: Springer International Publishing, 2014), doi:10.1007/978-3-319-07293-7_39.

“Leaderboard,” Team Summer Challenge, accessed September 30, 2014, http://challengebeta.mypcls.org/leaderboard.

Jami Schwarzwalder, “Gamification of Summer Reading,” YALSAblog, July 2, 2014, http://yalsa.ala.org/blog/2014/07/02/gamification-of-summer-reading.

Scout website, Pierce County Library, accessed September 30, 2014, https://scout.pcls.us.

Andrew Walsh, “The Potential for Using Gamification in Academic Libraries in Order to Increase Student Engagement and Achievement,” Nordic Journal of Information Literacy in Higher Education 6, no. 1 (2014): 42.

Anne Burke, “Demystifying the Library with Game-Based Mobile Learning,” ACRL TechConnect Blog, July 30, 2012, http://acrl.ala.org/techconnect/?p=1418.

Nicole Pagowsky, “Test-Driving Purdue’s Passport Gamification Platform for Library Instruction.” ACRL TechConnect Blog, January 28, 2013, http://acrl.ala.org/techconnect/?p=2676.

“Digital Badges for Creativity and Critical Thinking,” Portland State University Library,September 30, 2014, http://library.pdx.edu/digital-badges-for-creativity-and-critical-thinking.

Amy E. Vecchione and Margaret Mellinger, “Beyond FourSquare: Library Treks with SCVNGR,” PowerPoint file, ScholarsArchive@OSU, Oregon State University, February 24, 2011, http://hdl.handle.net/1957/20294.

Elizabeth McMunn-Tetangco, “If You Build It . . . ? One Campus’ Firsthand Account of Gamification in the Academic Library,” College and Research Libraries News 74, no. 4 (April 2013): 208–10.

Nicole Pagowsky, “Taking a Trek with SCVNGR: Developing Asynchronous, Mobile Orientations and Instruction for Campus,” ACRL TechConnect Blog, May 13, 2013, http://acrl.ala.org/techconnect/?p=3342.

Kyle Felker, “Library Quest: Developing a Mobile Game App for a Library,” ACRL TechConnect Blog, September 17, 2013, http://acrl.ala.org/techconnect/?p=3783.

Kyle Felker, “LibraryQuest Levels Up,” ACRL TechConnect Blog, August 13, 2014, http://acrl.ala.org/techconnect/?p=4566.


Refbacks

  • There are currently no refbacks.


Published by ALA TechSource, an imprint of the American Library Association.
Copyright Statement | ALA Privacy Policy