What if your library media center could be as engaging and addictive as Candy Crush or Minecraft? In this workshop, discover how to flip the media program and make “fun the new responsible” by applying game mechanics to non-game processes in your media program. We will explore how we can use game mechanics to facilitate more engaging and inspiring learning experiences for our students. Learn how to design tasks, stimulate and retain interest, monitor positive attitudes and provide a nurturing environment. View successful example implementations of gamification in a media center program and discuss outcomes. During this hands-on session we will employ game mechanics so that the participants may engage in a gamified experience. Learn your game personality and create engagement to develop “the strongest players on the server,” the autonomous learner.
3. Satisfaction is the new expectation,
and delight ought to be the goal.
--Stephen Anderson
4. In the 1970’s we told
everyone that they
could make choices
about what they
receive.
Apple offered us choices.
Told us to customize
everything.
Our students now view
themselves as customers
focused on experience.
8. Play is the highest form of research--Einstein
“Game players regularly exhibit persistence, risk taking, attention to detail, and
problem solving. All behaviors that ideally would be regularly demonstrated in
school. --The Education Arcade at MIT
Conceive Develop Test Implement
Analyze
11. H
E
R
O
Feels like HOME
They choose to be ENGAGED
Find RESPECT
Leave feeling OPTIMISTIC
12. Welcome to
my land, the
Land of Media!
Join me in the throne room!
13. By Royal Decree,
We have just received word of your bravery and
intelligence. We are considering you for
knighthood, but before you can be knighted, you’ll
need to hang your Coat of Arms on the
tournament wall. You’ll also need to complete a
treacherous journey, but we’ll get to that in a
minute.
Your Queen
14. Key Terms
Game-based Learning
Tips, techniques, and tools
that apply the principles of
game design to the learning
process -- a dynamic way to
engage learners and help
educators assess learning.
Gamification
A system of design that
incorporates game thinking
and mechanics to motivate
and engage learners. Learning
is not the goal, behavior
modification is.
15. The goal of the game is to track Carmen's
villains around the world, arrest them and
ultimately arrest Carmen herself. The player
begins the game by first going to the country
where the crime took place and then obtaining
hints from various sources on where the thief
went next, leading to a chase around the world
to find the thief before time runs out.
The original game was designed to teach school
children about the realities of 19th century
pioneer life on the Oregon Trail. The player
assumes the role of a wagon leader guiding his
or her party of settlers from Independence,
Missouri, to Oregon's Willamette Valley on the
Oregon Trail via a covered wagon in 1848.
Quest to Learn’s unique standards-based integrated
curriculum mimics the action and design principles of
games by generating a compelling “need to know” in the
classroom. Each trimester students encounter a series of
increasingly complex, narrative challenges, games or
quests, where learning, knowledge sharing, feedback,
reflection and next steps emerge as a natural function of
play. For instance, in the integrated science and math
learning domain, “The Way Things Work,” over the
course of one trimester, sixth graders help a shrunken
mad scientist, lost inside the human body, navigate the
systems he encounters and report back to his research
lab.
16. A dynamic way to engage learners
and help educators assess learning.
To see more examples, including examples of
Game Based Learning in the library, please visit
www.eliterateandlevelingup.com
17. BBOOM!!
Enemies attack the kingdom! The
goose is dead! Find the golden egg
and sit on it.
21. An app that allows users to
check in to places they visit,
become the major through
repeat visits, and earn rewards
The Ninja Program is a free program for
students and educators to learn how to
use Google Apps for Education in a fun
and social way. Study, take tests, earn
badges, and become a Ninja Master Recruit a party of adventurers
from your household or office,
and whenever one of you
completes a chore, you can log
it and claim XP.
25. Finding the path
Goals:
1. Increase participation in SSYRA.
2. Increase circulation.
3. Decrease damage and lost books.
26. SSYRA Reading Program
Year 1
System:
• Bought 5 to 7 copies of each book.
• Created a special display for each book.
• Introduced the books to the students through video on
morning announcements and 15 minute (1 minute per
book) book talk.
• Charted usage with the program tracking charts.
• Everyone was invited to join book club and go to Book
Festival.
27. SSYRA Reading Program
Year 2
Added to the System
• Read a book and receive a charm.
• Books completed will be tracked on a chart on
the wall.
• Students who read 4 or more books are
invited to join book club.
• Students who read 7 or more books are
invited to go to Battle of the Books.
• Students who read all 15 books are entered
into a drawing for a Kindle.
Chart from Rebecca Brown’s
library.
28. SSYRA Reading Program
Year Three--Creating the experience.
Patrons are brought into the experience with a
story line.
Added to the System:
• Quest—You are on a quest to become a knight
and join the battle of the books.
• Challenges—Lessons that add to the back story,
i.e. heraldry lesson, medieval knights lesson,
dubbing ceremony lesson
• Celebrations of receiving rewards… i.e. granted
by the king, knighting ceremony, fanfare, and
perks.
29. Summary of Growth
SSYRA Participation
Looks like a Game
40 readers 10 participants in club 6 to book festival
Feels like a Game
123 readers 21 participants in club 13 to book festival
Experience
300 readers 48 participants in club with 3 teachers 42 to book festival
Year 1
Year 2
Year 3
30. Lessons Learned
• Game goal is not a learning goal.
• Experiences, not stuff make people happy.
Craft a good experience.
• Gamification cannot fix a bad product! Must
have a good product and concept. Theme is
only a lure.
• Start small.
31. BBOOM!!
It is time to practice your targeting
skills. Create a matched set with a
partner: a bow and an arrow.
33. Goal 2 Increase Circulation
Bookmark Rewards
Simple System (Looks Like a Game)
• Book talks with classes once a month
• Each checkout cycle, a choice of two different bookmarks
that match the theme or the programming of the month if
the student checks out a book. No checkout, no bookmark.
34. Bookmark Rewards
Add to the System (Feels like a Game)
• Only receive choice bookmark once during class checkout.
• Special bookmark for checking out a book from a special
display.
• Receive bookmarks that are offered during special programs.
35. Bookmarks—the Experience
Add to the System
• Display of bookmarks on a window.
• Formed the Bookmark Society, a club for collectors.
• Bookmark creation contest, club are the judges.
• Club designs bookmarks for special programs.
• Designers receive special notebook and bookmark collecting
pages.
36. Lesson Learned
• Use spreadsheet to control values in the system!
• Purchase far in advance.
41. The next session is ready to start
The next session will start in
00 00 00
42. Building a Gamified System
Step 1
Know your objective and goal.
Step 2
Looks like a Game. Environment, Theme.
Step 3
Feels like a Game. Onboarding, How will I know I am playing?
Step 4
Focus on the Experience.
43. • Start with a narrative.
“Why should we play your
game?”
• Give a story that provides
context for higher
meaning.
• Incorporate a world
mission.
44. Engagement Loop
• Customize
• Share
•Help
• Compete
• Save
• Task
• Mission
•Game
•Quiz
• Fun
• Delight
• Trust
• Pride
• Curiosity
• Points
• Stats
•Awards
•Messages
Visible
Progress/Reward
Motivating
Emotion
Social (Call to
Action)
Player
Engagement
45. Autonomy
• Ownership, blissful productivity, serendipity
Mastery
• Points, progression, leveling up, set completion
Purpose
• Epic meaning, quest, discovery, justice, saving the world
46. Don’t over do it.
Sometimes, a full system is not necessary.
47. Challenges
Mapped out in such a way to engage the user to
complete a task independently.
Limitedless
Opportunities.
• Approachable
• Fun
• Match Ability
48. Challenge Examples
Bibliography challenge
• Student views a series of
tutorials.
• Completes steps to create
annotated bibliography.
• Earns badge.
CNN – iReport
• Student views example
ireport.
• Investigates possible topics.
• Creates report.
• Submits electronically.
• Earns badge.
49. Introducing Challenges
1st Challenge
• (Option 1) Scavenger Hunt
during a class visit
• (Option 2) Center Challenge
Continuing Challenges
• Centers
• Announcements
• Posted on Website
• Found as Part of Display
• VCR box challenge
50. VHS boxes to
display Challenges
throughout the
collection.
(I shelf them like a
book and students
must find them.)
57. “Earned Lunch”
Users know exactly what to do
to get the reward.
Exa. Receive a bookmark at
checkout of a book.
58. “Mystery Box”
I don’t know the prize, but I
know what I am expected to
do to get it.
Everyone who uses ID to
checkout receives a reward
while supplies last.
59. “Easter Egg”
Unadvertised reward
Voucher for blank hidden in
books that I would like to see
circulate.
60. “Rolling Reward”
Lottery chances
Complete an activity for a
chance to enter. Slim chance
of winning but reward is
substantial.
One ticket per point for passed AR
quiz on nonfiction reading.
61. “Social Treasure”
User is rewarded for gifting.
Reward student for
recommending books to others
in Destiny.
62. “Rights of
Citizenship”
Privileges received after
leveling up.
Exa. Judge a bookmark
contest.
63. “Sergeant”
Rights of a leader.
Exa. Computer safety patrol.
Student who has earned the
right to say no to
unacceptable computer usage.
64. “Collection Set”
Collect all the pieces to earn
reward.
Exa. Badges given for different
activities in Destiny. When all are
earned, then the patron levels up.
65. “Vanity Item”
Received to demonstrate
status.
Exa. Bracelet or pin to wear
to indicate completion.
66. “Currency”
Any reward received that can
be traded for goods and
services.
Exa. AR points, paw bucks
76. Status
XP, Leaderboards, Karma Points,
Vanity Items, Crowning, Thank you
Access
Special privileges, members only,
early entrance
Power
Citizenship, Editor, Leader, Sergeant,
Patrol, Field Expert
Stuff
Candy, prizes, currency
SAPS
77. Reward Modalities
The manner in which the reward provides
a legacy or lasting effect on the system.
78. TRIBE SELF RELIABILITY
Rewards that build
community.
Virality
Collaboration
Power
Acceptance
Rewards that make better
citizens.
Purpose
Competency
Autonomy
Consistency
Mastery
Rewards that build the
system.
Curiosity
Discovery
Information
Economy
80. Lottery Entry for
Book Review in
Destiny
Increas
e usage
of
Destiny
Make a
recommendation
to another sudent
and they checkout
the book.
Social treasure
Master Book
Buddies
Member of the
Reader’s Service
after 5
recommendations.
Two friends
checkout same
book. Read and
review.
Level Up
5 Successful Book
Reviews
Level up
Title or charm
81. Clean Slate
Ice cream cup
for all books
turned in
Reduce
Overdues
Random
Easter Egg,
no overdues
at time of a
checkout
Donate item
for fine
forgiveness.
Karma Points.
Donate books
to complete
series in MC
Social
Treasure
XP offered for
no overdues
over time
Book Rescue
Reward for
book found
on campus
82. 1st in the door
reward Select
music or use
special chair
Increase
Morning
and
afternoon
traffic
Limited Entry
into special area,
i.e. only 25 in
computer area
for Minecraft
Caught being
good ticket
Invite to special
program
Book the Food
Food trial that
matches a
special book.
(permission slip)
83. Window cling
on class door
for each
collaborative
lesson
Increase
Collaboratio
n with
Teachers
Staff email
shout or
mention in
weekly
newsletter
Gift for
participation
in program.
End of year
award for
successful
collaboration.
Offer material
creation or
bulletin board
help.