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Coll-app-orating with Students: iBeacons and AR and gamification, oh my!

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Coll-app-orating with Students: iBeacons and AR and gamification, oh my!

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In 2015, SMU library staff collaborated with a student project team to develop a game app for library orientation. Users go to different areas of the library to view content, answer questions, and collect "monsters" to complete the game.

Presented at Internet Librarian International 2016

In 2015, SMU library staff collaborated with a student project team to develop a game app for library orientation. Users go to different areas of the library to view content, answer questions, and collect "monsters" to complete the game.

Presented at Internet Librarian International 2016

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Coll-app-orating with Students: iBeacons and AR and gamification, oh my!

  1. 1. Coll-app-orating with students: iBeacons and AR and gamification, oh my! Low Jiaxin Singapore Management University jxlow@smu.edu.sg rockbrarian Internet Librarian International 18 October 2016 #C103
  2. 2. Push Process Product Philosophy?
  3. 3. 7108 7297 7541 7791 874 1006 1257 1489 2012 2013 2014 2015 Ugrad Pgrad Push factors
  4. 4. Push factors ExperientialLearning
  5. 5. Process
  6. 6. Process
  7. 7. Process User Acceptance Tests User Studies
  8. 8. Process
  9. 9. Welcome to SMU Libraries!
  10. 10. Product
  11. 11. Product
  12. 12. Product Indoor Positioning System: Estimote iBeacons for detecting proximity to monsters
  13. 13. Product
  14. 14. Product
  15. 15. Product Monster spotted IRL
  16. 16. Product Augmented Reality: Wikitude
  17. 17. Product
  18. 18. Product
  19. 19. Product
  20. 20. Product
  21. 21. Product
  22. 22. Product
  23. 23. Inspired by “Achievement Unlocked” game Product
  24. 24. Product
  25. 25. Product
  26. 26. Philosophy
  27. 27. Philosophy
  28. 28. Philosophy
  29. 29. Philosophy Undergrad matriculation Postgrad orientation Last round of user testing
  30. 30. Philosophy

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