Herbert Wertheim College of Medicine Strategic Meeting, Florida International University
Bohyun Kim, Digital Access Librarian, Florida International University Medical Library
Oct 15, 2013.
General Principles of Intellectual Property: Concepts of Intellectual Proper...
Gamification trendin Medical Education and Libraries
1. Herbert Wertheim College of Medicine
Strategic Meeting, Florida International Univeristy
Oct 15, 2013
Bohyun Kim, Digital Access Librarian
Florida International University Medical Library
2. Library Toolbar (2009 - present)
Mobile-optimized Website (2010 - present)
Digital Repository (2010 - present; grant)
Mobile-friendly library resources including databases,
journals, e-books, apps (2009 - present)
Mobile technology workshop (2009 - 2010)
Kindle E-book reader lending program with medical ebooks (2012 - present; grant)
FIU Medical Library Proxy Bookmarket for iPad
/Tablets (2013 - present)
3.
The process of applying game-thinking and
game dynamics to the non-game context in
order to engage people and to solve
problems.
4.
On the 2-3 years of adoption horizon in higher
education according to the 2013 Horizon Report.
Important Context:
Mobile Shift &Scarcity of Human Attention
Strength: Engagement and Motivation
Application: In use by individuals or institutions,
for educational, practical, marketing purposes,
or even for a greater cause.
5. ComScore, 2013 Mobile Future in Focus, white paper (Reston, VA: comscore, February
2013), 12, www.comscore.com/
Insights/presentations_and_Whitepapers/2013/2013_Mobile_Future_in_Focus
6. Image from Flickr with Creative Commons Copyright
http://www.flickr.com/photos/idlepines/3866249225/
7.
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?
Examples:
Appointment
Progression
Status
Communal Gameplay
13. “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 efficient way.”
http://work.com/blog/2013/08/ford-test-drive-the-gamification-of-motoring/
23.
Too simplistic
Repetitive and boring tasks
Poorly designed tasks that do not support
progressive understanding and a limited
range of activities
Games that coerce the player into learning
- John Kirriemuir and Angela McFarlane, Games and Learning
(Futurelab,!March! 2004),
http://archive.futurelab.org.uk/resources/publications-reportsarticles/literature-reviews/Literature-Review378
24. Is the aspect of classroom/library experience in
question suitable for gamification?
Is the resulting game experience something the
target group would enjoy?
What is the ultimate goal of gamifying this
particular aspect of classroom/library
experience?
What are the logistical needs that should be met
to ensure the success of your gamification
project?
25.
Gamification alone does not guarantee
student engagement or learning.
A clear goal, careful planning, and skillful
execution are necessary for the success of a
gamification project.
More research is needed about how and when
to best use games to improve instructional
outcomes and motivation.