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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
http://www.weforum.org/agenda/2016/03/21st-century-skills-future-jobs-students
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).
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
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
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
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: pmiltenoff@stcloudstate.edu
• Link to SlideShare presentation:
http://www.slideshare.net/aidemoreto/gamification-and-byox-in-
academic-libraries-low-end-practical-approach

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Gamification and BYOx in academic libraries: low end, practical approach

  • 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: pmiltenoff@stcloudstate.edu • Link to SlideShare presentation: http://www.slideshare.net/aidemoreto/gamification-and-byox-in- academic-libraries-low-end-practical-approach