0
Herbert Wertheim College of Medicine
Strategic Meeting, Florida International Univeristy
Oct 15, 2013
Bohyun Kim, Digital ...
 Library Toolbar (2009 - present)
 Mobile-optimized Website (2010 - present)
 Digital Repository (2010 - present; grant...


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.
Important Context:...
ComScore, 2013 Mobile Future in Focus, white paper (Reston, VA: comscore, February
2013), 12, www.comscore.com/
Insights/p...
Image from Flickr with Creative Commons Copyright
http://www.flickr.com/photos/idlepines/3866249225/




Did you know that Farmville can change the
behavior pattern of over 70 million people by
simply changing a rule for ...
https://www.recyclebank.com/mobile/
https://itunes.apple.com/us/app/fuelgood-energy-saving-trust/id592385655?mt=8
“Their latest electric car, the Fusion Energi,
comes complete with a fascinating
dashboard that provides several
psycholog...
Image from FoldIt Website: http://fold.it/portal/info/about
http://www.scientificamerican.com/article.cfm?id=foldit-gamers-solve-riddle
Image from: https://itunes.apple.com/us/app/cpr-game/id430789636?mt=8
Game Review by a medical resident:http://www.imedicalapps.com/2012/09/medical-appbetter-doctor/


(game or games or gaming or gamification)
AND "Education"[Mesh]
Image from Anne Burke “NCSU Libraries Mobile Scavenger Hunt,” ALA Conference
2012, http://connect.ala.org/node/176080
Image source: Ann Burke, http://connect.ala.org/node/176080 / ;
Kyle Felker, http://acrl.ala.org/techconnect/?p=3783 in AC...
http://scvngr.com/places/9743628






Too simplistic
Repetitive and boring tasks
Poorly designed tasks that do not support
progressive understanding a...
Is the aspect of classroom/library experience in
question suitable for gamification?
 Is the resulting game experience so...





Gamification alone does not guarantee
student engagement or learning.
A clear goal, careful planning, and skillful...
Thank you!

Image from Flickr: http://www.flickr.com/photos/8291053@N08/1835411334
Gamification trendin Medical Education and Libraries
Gamification trendin Medical Education and Libraries
Gamification trendin Medical Education and Libraries
Gamification trendin Medical Education and Libraries
Upcoming SlideShare
Loading in...5
×

Gamification trend in Medical Education and Libraries

294

Published on

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
0 Comments
0 Likes
Statistics
Notes
  • Be the first to comment

  • Be the first to like this

No Downloads
Views
Total Views
294
On Slideshare
0
From Embeds
0
Number of Embeds
0
Actions
Shares
0
Downloads
8
Comments
0
Likes
0
Embeds 0
No embeds

No notes for slide

Transcript of "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, www.comscore.com/ Insights/presentations_and_Whitepapers/2013/2013_Mobile_Future_in_Focus
  6. 6. Image from Flickr with Creative Commons Copyright http://www.flickr.com/photos/idlepines/3866249225/
  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
  8. 8. https://www.recyclebank.com/mobile/
  9. 9. https://itunes.apple.com/us/app/fuelgood-energy-saving-trust/id592385655?mt=8
  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.” http://work.com/blog/2013/08/ford-test-drive-the-gamification-of-motoring/
  11. 11. Image from FoldIt Website: http://fold.it/portal/info/about
  12. 12. http://www.scientificamerican.com/article.cfm?id=foldit-gamers-solve-riddle
  13. 13. Image from: https://itunes.apple.com/us/app/cpr-game/id430789636?mt=8
  14. 14. Game Review by a medical resident:http://www.imedicalapps.com/2012/09/medical-appbetter-doctor/
  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, http://connect.ala.org/node/176080
  17. 17. Image source: Ann Burke, http://connect.ala.org/node/176080 / ; Kyle Felker, http://acrl.ala.org/techconnect/?p=3783 in ACRL TechConnect Blog
  18. 18. http://scvngr.com/places/9743628
  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), http://archive.futurelab.org.uk/resources/publications-reportsarticles/literature-reviews/Literature-Review378
  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: http://www.flickr.com/photos/8291053@N08/1835411334
  1. A particular slide catching your eye?

    Clipping is a handy way to collect important slides you want to go back to later.

×