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The Gamification of Learning using a 
Mobile App at UC San Diego 
Marlo Young, MLS
Overview 
• Gamification Defined 
• UC San Diego Library Case-Study 
• Q&A
Some Statistics 
• Average video game player has been playing 
games for over 12 years 
• 26% of people playing games are ...
Gamification 
“The use of game mechanics, 
aesthetics and game thinking to 
engage people, motivate action, 
promote learn...
Gamification 
• Core, underlying element is game 
play 
• Integration of game characteristics, 
game-based techniques 
• I...
Etymology
Expected to reach $2.8 billion in 2016 
Source: M2 Research
Source: M2 Research
Game Mechanics 
Constructs of Rules or Methods Designed for Interaction
Games 
• System: set of interconnected elements 
• Players 
• Abstract: “game space” abstraction of 
reality 
• Challenge ...
UC San Diego SCVNGR Challenge
SCVNGR: The Platform
Project Goals 
• Pilot and assess platform to transform & 
scale in-person library orientation 
• Apply Millennial learnin...
Findings 
• High level of innovation, ROI, student 
engagement 
• Phase 2 vs. 1 far greater participation & 
engagement. 5...
Questions? 
Thank You! 
m2young@ucsd.edu
Ready, Set, Play: The Gamification of Learning Using a Mobile App @ UC San Diego
Ready, Set, Play: The Gamification of Learning Using a Mobile App @ UC San Diego
Ready, Set, Play: The Gamification of Learning Using a Mobile App @ UC San Diego
Ready, Set, Play: The Gamification of Learning Using a Mobile App @ UC San Diego
Ready, Set, Play: The Gamification of Learning Using a Mobile App @ UC San Diego
Ready, Set, Play: The Gamification of Learning Using a Mobile App @ UC San Diego
Ready, Set, Play: The Gamification of Learning Using a Mobile App @ UC San Diego
Ready, Set, Play: The Gamification of Learning Using a Mobile App @ UC San Diego
Ready, Set, Play: The Gamification of Learning Using a Mobile App @ UC San Diego
Ready, Set, Play: The Gamification of Learning Using a Mobile App @ UC San Diego
Ready, Set, Play: The Gamification of Learning Using a Mobile App @ UC San Diego
Ready, Set, Play: The Gamification of Learning Using a Mobile App @ UC San Diego
Ready, Set, Play: The Gamification of Learning Using a Mobile App @ UC San Diego
Ready, Set, Play: The Gamification of Learning Using a Mobile App @ UC San Diego
Ready, Set, Play: The Gamification of Learning Using a Mobile App @ UC San Diego
Ready, Set, Play: The Gamification of Learning Using a Mobile App @ UC San Diego
Ready, Set, Play: The Gamification of Learning Using a Mobile App @ UC San Diego
Ready, Set, Play: The Gamification of Learning Using a Mobile App @ UC San Diego
Ready, Set, Play: The Gamification of Learning Using a Mobile App @ UC San Diego
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Ready, Set, Play: The Gamification of Learning Using a Mobile App @ UC San Diego

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Gamification has emerged as a significant trend in recent years. Its garnered considerable application and assessment within the education and corporate sectors as a powerful tool to facilitate learning, engagement, skill development, and innovation. This session delves into gamification trends and principles. It provides a detailed look into a case-study of applied gamification using a mobile app to transform student orientations traditionally conducted in-person into a mobile gaming (learning) event at the UC San Diego Library. Slide deck created for the UC eNGAGE Summit, October 24, 2014, San Francisco.

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Ready, Set, Play: The Gamification of Learning Using a Mobile App @ UC San Diego

  1. 1. The Gamification of Learning using a Mobile App at UC San Diego Marlo Young, MLS
  2. 2. Overview • Gamification Defined • UC San Diego Library Case-Study • Q&A
  3. 3. Some Statistics • Average video game player has been playing games for over 12 years • 26% of people playing games are over 50 • 27% (62 million) U.S. Internet users play at least one game on a social network a month • Social gaming is a billion dollar a year biz & growing at a rapid pace
  4. 4. Gamification “The use of game mechanics, aesthetics and game thinking to engage people, motivate action, promote learning, and solve problems” in non-game contexts. -Karl Kapp The Gamification of Learning & Instruction
  5. 5. Gamification • Core, underlying element is game play • Integration of game characteristics, game-based techniques • Into real-world tasks, learning, training, etc. • Main goal is to motivate
  6. 6. Etymology
  7. 7. Expected to reach $2.8 billion in 2016 Source: M2 Research
  8. 8. Source: M2 Research
  9. 9. Game Mechanics Constructs of Rules or Methods Designed for Interaction
  10. 10. Games • System: set of interconnected elements • Players • Abstract: “game space” abstraction of reality • Challenge • Rules • Interactivity • Feedback • Quantifiable Outcome • Emotional Reaction
  11. 11. UC San Diego SCVNGR Challenge
  12. 12. SCVNGR: The Platform
  13. 13. Project Goals • Pilot and assess platform to transform & scale in-person library orientation • Apply Millennial learning preferences: Interactive & engaging Social, blended learning Competitive & fun Technology-rich • Promote digital & info fluencies
  14. 14. Findings • High level of innovation, ROI, student engagement • Phase 2 vs. 1 far greater participation & engagement. 500% increase. • Offering as a stand-alone event OK • Greater reach if integrated into program or learning assignment • Campus adoption, shared licensing of tech a challenge
  15. 15. Questions? Thank You! m2young@ucsd.edu

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