Gamification trend in Medical Education and Libraries


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

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Gamification trend in Medical Education and Libraries

  1. 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. 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. 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. 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. 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. 6. Image from Flickr with Creative Commons Copyright
  7. 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
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  10. 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. 11. Image from FoldIt Website:
  12. 12.
  13. 13. Image from:
  14. 14. Game Review by a medical resident:
  15. 15.  (game or games or gaming or gamification) AND "Education"[Mesh]
  16. 16. Image from Anne Burke “NCSU Libraries Mobile Scavenger Hunt,” ALA Conference 2012,
  17. 17. Image source: Ann Burke, / ; Kyle Felker, in ACRL TechConnect Blog
  18. 18.
  19. 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. 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. 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. 22. Thank you! Image from Flickr:
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