Applying Gamification to Higher Education and Libraries
to Higher Education
Florida Virtual Campus -Talking Tech Webcast Series
Oct 10, 2013
Bohyun Kim, Digital Access Librarian
Florida International University Medical Library
Why Care about Gamification?
S On the 2-3 years of adoption horizon in higher education
according to the 2013 Horizon Report.
S Important Context:
Mobile Shift & Scarcity of Human Attention
S Strength: Engagement and Motivation
S Application: In use by individuals or institutions, for
educational, practical, marketing purposes, or even for a
Game vs. Gamification
Image from Flickr with Creative Commons Copyright
Power of Game Dynamics
S 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?
“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
for Scientific Discovery
Image from FoldIt Website: http://fold.it/portal/info/about
Challenges in Gamification
S Is the aspect of classroom/library experience in question
suitable for gamification?
S Is the resulting game experience something the target
group would enjoy?
S What is the ultimate goal of gamifying this particular
aspect of classroom/library experience?
S What are the logistical needs that should be met to
ensure the success of your gamification project?
Importance of Execution
S Gamification alone does not guarantee
student engagement or learning.
S A clear goal, careful planning, and skillful
execution are necessary for the success
of a gamification project.
0. Bohyun Kim, Keeping Up with Gamificaiton, http://www.ala.org/acrl/publications/keeping_up_with/gamification, 2013.
1. The New Media Consortium. NMC Horizon Report 2012 Higher Ed Edition. (The New Media Consortium, 2012).
2. The New Media Consortium. NMC Horizon Report 2013 Higher Education Edition. (The New Media Consortium, 2013).
3. Josh Keller. "Smartphone Game Turns College Tours, Orientations Into Scavenger Hunts." Chronicle of Higher Education.
September 9, 2011.
4. Steve Tally. "Digital Badges Show Students' Skills Along with Degree," Purdue News. September 11, 2012.
5. Heong Weng Mak. "The Gamification of College Lectures at the University of Michigan," Gamification Co. February 8, 2013.
6. Peter Nonacs. "Cheating to Learn: How a UCLA Professor Gamed a Game Theory Midterm," KCRW Blog. April 22, 2013.
7. Monica Fusich et al. "HML-IQ Fresno State's Online Library Orientation Game." College & Research Libraries News. 72, no. 11
(December 1, 2011): 626-630.
8. Andrew Walsh. "Gamifying the University Library." (Presented at the Online Information Conference 2011, London, 2011).
9. Anne Burke, Adrienne Lai, and Adam Rogers. "The North Carolina State University Libraries' Mobile Scavenger Hunt: A Case
Study" in Mobile Library Services: Best Practices. (Scarecrow Press, 2013), 70.
10. Elizabeth McMunn-Tetangco. "If You Build It ...? One Campus' Firsthand Account of Gamification in the Academic Library."
College & Research Libraries News. 74, no. 4 (April 1, 2013): 208-210.
11. Yukai Chou, “Top 10 Social Gamification Examples that will Literally Save the World,” Yu-kai Chou & Gamification Blog. Sep. 3,
Image from Flickr: http://www.flickr.com/photos/55514420@N00/3927529272/