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What You Need To Know Before Gamifying Your Library


Published on

American Library Association 2013 Annual Conference, Chicago, IL. June 29, 2013. #ala2013

Published in: Education
  • Rewards provide short-term benefit, but carry a serious long-term risk of diminishing the same behavior that you wanted to promote.

    Before gamifying your library, please read 'Punished by Rewards' by Alfie Kohn or at least this blog post:
    Are you sure you want to  Yes  No
    Your message goes here

What You Need To Know Before Gamifying Your Library

  1. 1. What You Need To KnowBefore Gamifying Your LibraryBohyun Kim, Laurie Golden, Nicole Pagowsky,Carli Spina, Dave Pattern, Kyle Felker, YoungLee, Annie Pho, Breanne Kirsch
  2. 2. Gamification in Libraries:OverviewBohyun KimDigital Access LibrarianFlorida International University Medical Library@bohyunkim
  3. 3. Gamification in Libraries - Overview• What is gamification?• Why do librarians need to care about it?• Examples outside and inside libraries• Potential pitfalls
  4. 4. Connect Your SummerLaurie GoldenDepartment Head Community RelationsCanton Public Library@goldenlaurie or @cantonlibrary
  5. 5. LeaderboardPrizesSerendipitous RewardsSharing
  6. 6. Anchoring the Badge:Setting Standards for Game-BasedLearning in Library InstructionNicole PagowskyInstructional Services LibrarianUniversity of Arizona Libraries@pumpedlibrarian
  7. 7. Gamification of ProfessionalDevelopmentCarli SpinaEmerging Technologies and Research LibrarianHarvard Law School Library@CarliSpina
  8. 8. Gamifying the Libraryat theUniversity of Huddersfield, UKDave PatternLibrary Systems ManagerUniversity of Huddersfield, UK@daveyp
  9. 9. Gamifying the Library at theUniversity of Huddersfield, UKDave PatternLibrary Systems ManagerUniversity of
  10. 10. 14There are known knowns.There are known knowns.These are things weThese are things weknow that we know...know that we know...
  11. 11. 15...there is a statistically...there is a statisticallysignificant link betweensignificant link betweenuse of the library anduse of the library andfinal attainmentfinal attainment
  12. 12. 16Library Impact Data Project2010/11 + 2011/12 graduatesaverage number of differente-resource platforms accessedin final year of studiesfinal grade 
  13. 13. 17Library Impact Data Project2010/11 + 2011/12 graduatesaverage number of hoursspent accessinge-resources in final year of studiesfinal grade 
  14. 14. 18Library Impact Data Project2010/11 + 2011/12 graduatesaverage number of itemsborrowed overentire coursefinal grade 
  15. 15. 19...and we believe we...and we believe we’’vevefound statistically significantfound statistically significantevidence of a causality!evidence of a causality!
  16. 16. 20Non & Low-Usage Project...however, a lot of students...however, a lot of studentseither never use the libraryeither never use the libraryor they underutilize itor they underutilize it
  17. 17. 21NO! NO! NO!NO! NO! NO!Xavier University of Louisiana Library, New Orleans, USA
  18. 18. 22NO! NO! NO!NO! NO! NO!University of Huddersfield Library, UK
  19. 19. 23libraries should be fun!libraries should be fun!Saltire Centre, Glasgow Caledonian University, Scotland
  20. 20. 24libraries should be fun!libraries should be fun!“Making Visible the Invisible”, Seattle Public Library, USA
  21. 21. 25libraries should be fun!libraries should be fun!Delft Public Library, Holland
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  26. 26. Social Networks
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  31. 31. • Over 2,000 players• Over 150,000 library events tracked• When surveyed, 60% said they felt it hadincreased their usage of the library and85% felt gamification was an appropriatetool within the context of educationHas it been successful?
  32. 32. 36
  33. 33. That’s all...Thank you for listening!••• email:
  34. 34. Quests in Library GamesKyle FelkerDigital Initiatives LibrarianGrand Valley State University@gwydion9
  35. 35. Chocolate Cake for Breakfast:A New Recipe for Legal ResourceOrientationsYoung LeeReference & Electronic Resources LibrarianUniversity of La Verne Law Library@leebrarian
  36. 36. The Other Side ofGamification:Funding and Other Tech ConsiderationsAnnie PhoResident LibrarianUniversity of Illinois at Chicago@catladylib
  37. 37. Breanne Kirsch, Public Services LibrarianUniversity of South Carolina Upstate@breezyalli
  38. 38. About the Interest Group• Mission: To discuss and promote gamemaking within the LITA community.– Established in 2012.• Current Chair: Breanne Kirsch• Current Vice-Chair: Cody Hanson
  39. 39. Group’s Web Presence• Wiki–• ALA Connect Page–• LITA’s IG Page–
  40. 40. Game Making Information• Incorporating games into instruction.• Game making best practices.• Library game examples.• Suggested readings.
  41. 41. Meeting at ALA Annual• Sunday, June 30- 8:30am-10:00am– McCormick Place Convention Center N133– See fordetails.
  42. 42. Games in Libraries Book• Games in Libraries: Essays on Using Playto Connect and Instruct– Edited by Breanne Kirsch– Published by McFarland– Publication date December 7, 2013.
  43. 43. Gamification MOOC• Kevin Werbach, University of Pennsylvania– Free course through Coursera.•– About the course: “This course examines themechanisms of gamification and provides anunderstanding of its effective use.”
  44. 44. GameRT Programs• Saturday, June 29– 1:00pm - 3:00pm- Now Showing @ ALA: ReturningFire: Interventions in Video Game Culture- S503a– 3:00pm - 4:00pm- Creating Game-BasedMakerspaces (GameRT Forum)- S106a• Monday, July 1– 1:00pm - 2:30pm - With Great Power Comes GreatResponsibility-IRRT Chairs Program- S404a
  45. 45. Contact Information• Breanne Kirsch-–– 864-503-5613– @breezyalli• Questions???
  46. 46. Resources LibGuide