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Gamification trendin Medical Education and Libraries
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Gamification trend in Medical Education and Libraries


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Herbert Wertheim College of Medicine Strategic Meeting, Florida International University …

Herbert Wertheim College of Medicine Strategic Meeting, Florida International University
Bohyun Kim, Digital Access Librarian, Florida International University Medical Library
Oct 15, 2013.

Published in: Education

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  • 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)
  • 3.  The process of applying game-thinking and game dynamics to the non-game context in order to engage people and to solve problems.
  • 4.     On the 2-3 years of adoption horizon in higher education according to the 2013 Horizon Report. Important Context: 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, Insights/presentations_and_Whitepapers/2013/2013_Mobile_Future_in_Focus
  • 6. Image from Flickr with Creative Commons Copyright
  • 7.   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? Examples:  Appointment  Progression  Status  Communal Gameplay
  • 8.
  • 9.
  • 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:
  • 12.
  • 13. Image from:
  • 14. Game Review by a medical resident:
  • 15.  (game or games or gaming or gamification) AND "Education"[Mesh]
  • 16. Image from Anne Burke “NCSU Libraries Mobile Scavenger Hunt,” ALA Conference 2012,
  • 17. Image source: Ann Burke, / ; Kyle Felker, in ACRL TechConnect Blog
  • 18.
  • 19.     Too simplistic 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 (Futurelab,!March! 2004),
  • 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 experience?  What are the logistical needs that should be met to ensure the success of your gamification project? 
  • 21.    Gamification alone does not guarantee student engagement or learning. A clear goal, careful planning, and skillful execution are necessary for the success of a gamification project. More research is needed about how and when to best use games to improve instructional outcomes and motivation.
  • 22. Thank you! Image from Flickr: