Gaming the Library
Willie Miller & Bill Orme
IUPUI University Library, Indianapolis, Indiana, USA
Internet Librarian Inter...
Key Messages
Game-based learning is useful to libraries for
creating new opportunities for user engagement.

Focus learnin...
Presentation Outline
• Game Learning Review
• What is The Missing Project?
• “Missing” Origins

• Project Goals
• Planning...
Gamification:

“the process of game-thinking
and game mechanics
to engage users and solve
problems”
(Zichermann & Cunningh...
Game-Based Learning Research
• Games and digital natives (Prensky, 2001)
• Students designing games (Gershenfeld, 2011)
• ...
What is the Missing
Project?
“Missing” Origins
http://www.youtube.com/watch?v=kAL9zI27P9I
Project Goals
Library’s Value-Added
•
•
•
•
•
•
•
•
•

Subject Pages
Mobile Site
Study rooms
Room Reservation System
Reference Services
...
Planning

Marketing

Launch

Reception
Lessons Learned
• Add tech experts early
• Take other units into consideration
• Avoid using vendor names
• Centralize pla...
Lessons Learned
• Remember, students are students
• Remember, volunteers are volunteers
• Align your vision with your capa...
Gaming the Library
Willie Miller: wmmiller@iupui.edu, @LibraryWillie

Bill Orme: orme@iupui.edu
References
• Gershenfeld, Alan. (2011). Leveling up from player to designer. Knowledge
Quest, 40(1), 54-59.
• Johnson, L.,...
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Internet Librarian International

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From conference program: Libraries are using virtual technology to educate users about library services, encourage interactivity and support professional skills development. One library created a YouTube video game to educate users about library resources.

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  • Willie
  • Bill
  • Bill
  • Bill
  • Internet Librarian International

    1. 1. Gaming the Library Willie Miller & Bill Orme IUPUI University Library, Indianapolis, Indiana, USA Internet Librarian International October 15, 2013 London, United Kingdom
    2. 2. Key Messages Game-based learning is useful to libraries for creating new opportunities for user engagement. Focus learning outcomes more on interactions than specific resources. Time is a valuable and exhaustible resource. User-testing is worth the additional time.
    3. 3. Presentation Outline • Game Learning Review • What is The Missing Project? • “Missing” Origins • Project Goals • Planning || Marketing|| Launch || Reception • Lessons Learned
    4. 4. Gamification: “the process of game-thinking and game mechanics to engage users and solve problems” (Zichermann & Cunningham, 2011)
    5. 5. Game-Based Learning Research • Games and digital natives (Prensky, 2001) • Students designing games (Gershenfeld, 2011) • Adoption in Higher Ed (2012 Horizon Report) • Tips for designing digital library games (Kim, 2012) • Libraries designing information literacy games (Smale, 2012)
    6. 6. What is the Missing Project?
    7. 7. “Missing” Origins http://www.youtube.com/watch?v=kAL9zI27P9I
    8. 8. Project Goals
    9. 9. Library’s Value-Added • • • • • • • • • Subject Pages Mobile Site Study rooms Room Reservation System Reference Services Text-a-Librarian Rich Media Cluster International News Room Pop Shop (Popular Browsing Area) • Access Services (Circulation/Course Reserves/Media) • • • • • • 2120 Learning Lab Subject Librarians Soft Seating (Sleeping!) Lilly Auditorium Quiet Floor - 3rd Floor Academic Commons (Reference) • Writing Center • Movable Sections in Gov. Docs • Meebo
    10. 10. Planning Marketing Launch Reception
    11. 11. Lessons Learned • Add tech experts early • Take other units into consideration • Avoid using vendor names • Centralize planning documents • Test full product before launch • Build assessment into the process early
    12. 12. Lessons Learned • Remember, students are students • Remember, volunteers are volunteers • Align your vision with your capabilities • Understand, time is a critical resource • Consider offering academic credit • Keep in mind, your viewers may not be as in love with your project as you.
    13. 13. Gaming the Library Willie Miller: wmmiller@iupui.edu, @LibraryWillie Bill Orme: orme@iupui.edu
    14. 14. References • Gershenfeld, Alan. (2011). Leveling up from player to designer. Knowledge Quest, 40(1), 54-59. • Johnson, L., Adams, S., & Cummins, M. (2012). The NMC horizon report: 2012 higher education edition. Austin, TX: New Media Consortium. • Prensky, Marc. (2001). Digital natives, digital immigrants, Part II: Do they really think differently? On the Horizon, 9(6), 1-9. • Rieber, L. P., Smith, L., & Noah, D. (1998). The value of serious play. Educational Technology, 38(6), 29-37. • Smale, Maura A. (2012). Get in the game: Developing an information literacy classroom game. Journal of Library Innovation, 3(1), 126-147. • Zichermann, Gabe, & Cunningham, Christopher. (2011). Gamification by design: Implementing game mechanics in web and mobile apps: O'Reilly Media.

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