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Gaming and gamification in academic and library settings

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gaming, gamification, game-based learning, serious games, library, academic library,

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Gaming and gamification in academic and library settings

  1. 1. GAMING AND GAMIFICATION IN ACADEMIC AND LIBRARY SETTINGS: BIBLIOGRAPHIC OVERVIEW Plamen Miltenoff, Prof. Dr., MLIS, St. Cloud State University, USA, pmiltenoff@stcloudstate.edu Gergana Martinova, MLIS, New Bulgarian University, Bulgaria, gmartinova@nbu.bg Radostina Todorova, MLIS, New Bulgarian University, Bulgaria, rtodorova@nbu.bg 2nd INTERNATIONAL CONFERENCE ON EDUCATION, SOCIAL SCIENCES AND HUMANITIES 8th, 9th and 10th of June, 2015 - ISTANBUL (TURKEY) http://www.socioint15.org/ http://www.slideshare.net/aidemoreto/gaming-and-gamification-in-academic-and-library-settings http://scsu.mn/1Rvqao2
  2. 2. Who are we… • We are university librarians, who believe that education can be transformed with gaming practices • We believe that the university library can lead the effort to gamify the campus • We welcome students and faculty to join us in the game- based learning process
  3. 3. Who are Millennials and Gen Z http://www.slideshare.net/Ologie/engaging-and-cultivating-millenials-gen-z http://www.theburningplatform.com/2015/02/11/generation-z-nipping-at-the-heels-of-millennials/
  4. 4. Test your knowledge • Who are the Millennials and Gen Z Use your smart phone, tablet or laptop and check your knowledge: http://scsu.mn/1GHIJSQ
  5. 5. Gaming, Millennials and Gen Z
  6. 6. Gaming, Game-based learning • Gamification adds a layer of gaming elements to classroom practices. Key components can include points. leaderboards, badges, and player roles. • Game-based Learning utilizes classroom games to engage students in skill acquisition and thought processes that support meaningful, fun learning experiences. Technology enables the creation of games that support differentiation, metacognition, and personalization of learning.
  7. 7. Definitions • Ralph Koster defines a game as a system of rules that, taken together, creates a simplified model of some aspect of reality (Koster, 2013). •serious games as “digital games and equipment with an agenda of educational design and beyond entertainment” (Ulicsak and Wright, 2010p. 24)
  8. 8. Definitions (continue...) •Gamificationis defined as the process of applying game mechanics and game thinking to the real world to solve problems and engage users (Phetteplace & Felker, 2014, p. 19; Becker, 2013, p. 199; Kapp, 2012). • Commonalities between gamification and other game-related designs, but they differ in terms of whether they are predominantly work-oriented (versus play-oriented) and whether they have well defined goals and structures” (Liu & Santhanam 2015, p. 6)
  9. 9. Definitions (continue…) •Game based learning (GBL) is a type of game play that has defined learning outcomes. | Digital Game Based learning (DGBL): the fact that Millennials and Generation Z display affinity to electronic and online games versus “in-person” games.
  10. 10. Test your knowledge • How much of the definitions can you get right: Use your smart phone, tablet or laptop and check your knowledge : http://scsu.mn/1LguG5Q
  11. 11. Games and gamification in education • Yes or no?... http://poll.fm/5af38
  12. 12. Questions, ideas, suggestions… • Plamen Miltenoff, pmiltenoff@stcloudstate.edu • Gergana Martinova, gmartinova@nbu.bg • Radostina Todorova, rtodorova@nbu.bg • Share at our blog: http://blog.stcloudstate.edu/gamebasedlearning/

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