1. Herbert Wertheim College of Medicine
Strategic Meeting, Florida International Univeristy
Oct 15, 2013
Bohyun Kim, Digital Access Librarian
Florida International University Medical Library
2.  Library Toolbar (2009 - present)
 Mobile-optimized Website (2010 - present)
 Digital Repository (2010 - present; grant)
 Mobile-friendly library resources including databases,
journals, e-books, apps (2009 - present)
 Mobile technology workshop (2009 - 2010)
 Kindle E-book reader lending program with medical ebooks (2012 - present; grant)
 FIU Medical Library Proxy Bookmarket for iPad
/Tablets (2013 - present)
The process of applying game-thinking and
game dynamics to the non-game context in
order to engage people and to solve
On the 2-3 years of adoption horizon in higher
education according to the 2013 Horizon Report.
Mobile Shift &Scarcity of Human Attention
Strength: Engagement and Motivation
Application: In use by individuals or institutions,
for educational, practical, marketing purposes,
or even for a greater cause.
5. ComScore, 2013 Mobile Future in Focus, white paper (Reston, VA: comscore, February
2013), 12, www.comscore.com/
6. Image from Flickr with Creative Commons Copyright
Did you know that Farmville can change the
behavior pattern of over 70 million people by
simply changing a rule for how often a
Farmville user needs to water the crop?
 Communal Gameplay
10. “Their latest electric car, the Fusion Energi,
comes complete with a fascinating
dashboard that provides several
psychological incentives to make us drive in
a better and more efficient way.”
11. Image from FoldIt Website: http://fold.it/portal/info/about
14. Game Review by a medical resident:http://www.imedicalapps.com/2012/09/medical-appbetter-doctor/
(game or games or gaming or gamification)
16. Image from Anne Burke “NCSU Libraries Mobile Scavenger Hunt,” ALA Conference
17. Image source: Ann Burke, http://connect.ala.org/node/176080 / ;
Kyle Felker, http://acrl.ala.org/techconnect/?p=3783 in ACRL TechConnect Blog
Repetitive and boring tasks
Poorly designed tasks that do not support
progressive understanding and a limited
range of activities
Games that coerce the player into learning
- John Kirriemuir and Angela McFarlane, Games and Learning
20. Is the aspect of classroom/library experience in
question suitable for gamification?
 Is the resulting game experience something the
target group would enjoy?
 What is the ultimate goal of gamifying this
particular aspect of classroom/library
 What are the logistical needs that should be met
to ensure the success of your gamification
Gamification alone does not guarantee
student engagement or learning.
A clear goal, careful planning, and skillful
execution are necessary for the success of a
More research is needed about how and when
to best use games to improve instructional
outcomes and motivation.
22. Thank you!
Image from Flickr: http://www.flickr.com/photos/8291053@N08/1835411334