The document discusses how libraries are using gamification and gaming projects like LibraryGame and Game of Books to make libraries more fun and engaging for users. It provides examples of gaming and gamification initiatives libraries have implemented, such as creating hackerspaces, offering game development workshops, sponsoring drawing contests using Draw Something, and promoting collections through gaming. The document encourages attendees to share what gamification initiatives they are using in their own libraries.
4. Agenda
• Discover two innovative library gaming projects:
LibraryGame and Game of Books!
• Learn how libraries are using gamification to
enhance their existing library systems.
• Share what you are doing to provide your library
users with an exciting and fun time at THEIR
library.
5. Gamification “involves applying game
design thinking to non-game applications
to make them more fun and engaging.”
(Source: http://gamification.org)
39. Game-based Learning
Using competitive exercises to get
students to challenge themselves with
the hopes of motivating them to learn
better and more meaningfully.
40. “The trick is not in
knowing the single
solution. It’s having
lots of different
options and
solutions to turn to.”
Source: Wired Magazine April ,2012, page 22
41. Kinect in Education
• Robotic controls
• Augmented Reality in Twitter
• Enhance theatre arts
• Navigate locations, operating systems etc.
• Learn to play guitar
• Explore anatomy
• Learn sign language
• Manipulate air drawings (Brainstorming)
• Innovative presentation tool
Source: http://apps.kinecteducation.com/