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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 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
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
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
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 
• Rules 
• Interactivity 
• Feedback 
• Quantifiable Outcome 
• Emotional Reaction
UC San Diego SCVNGR Challenge
SCVNGR: The Platform
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
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
Questions? 
Thank You! 
m2young@ucsd.edu

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

  • 1. The Gamification of Learning using a Mobile App at UC San Diego Marlo Young, MLS
  • 2. Overview • Gamification Defined • UC San Diego Library Case-Study • Q&A
  • 3.
  • 4.
  • 5. 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
  • 6. 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
  • 7. 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
  • 9. Expected to reach $2.8 billion in 2016 Source: M2 Research
  • 11.
  • 12.
  • 13. Game Mechanics Constructs of Rules or Methods Designed for Interaction
  • 14. Games • System: set of interconnected elements • Players • Abstract: “game space” abstraction of reality • Challenge • Rules • Interactivity • Feedback • Quantifiable Outcome • Emotional Reaction
  • 15. UC San Diego SCVNGR Challenge
  • 17.
  • 18. 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
  • 19.
  • 20.
  • 21.
  • 22.
  • 23.
  • 24.
  • 25.
  • 26.
  • 27.
  • 28.
  • 29.
  • 30.
  • 31.
  • 32.
  • 33. 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
  • 34. Questions? Thank You! m2young@ucsd.edu

Hinweis der Redaktion

  1. While a growing number of educational institutions and programs are experimenting with game-play, there has also been increased attention surrounding gamification — the integration of gaming elements, mechanics, and frameworks into non-game situations and scenarios. Businesses have embraced gamification as a way to design incentive programs that engage employees through rewards, leader boards, and badges, often with a mobile component. Although more nascent than in military or industry settings, the gamification of education is gaining support among educators who recognize that effectively designed games can stimulate large gains in productivity and creativity among learners.
  2. Games are not a new phenomenon, they are as old as civilization. Games, in their simplest, oldest forms, are designed to challenge and engage the player/players.
  3. -FUN, Addictive, Everywhere! -Interactive, Challenge Players, Engage, Motivate -Games are social, fun, engaging ******Mobile Massive Multiple Players Online
  4. Gamified learning emerged in the 80s within the Children’s Software Industry
  5. Still in its nascent stages in education, the gamification of learning environments is gaining support among educators who recognize that effectively designed games can stimulate large gains in engagement, productivity, creativity, and authentic learning.
  6. Gamified learning emerged in the 80s within the Children’s Software Industry Many of the elements of gamification are based in Educational Psychology
  7. Gamified learning emerged in the 80s within the Children’s Software Industry Many of the elements of gamification are based in Educational Psychology
  8. Gamification market to reach $2.8 billion in 2016
  9. Mechanics are crucial building blocks, but mechanics alone do not create an engaging game-like experience. Games: System- set of interconnected elements: Score, strategy, behaviors, activities. Scores linked to actions. Actions limited by rules. Players Abstract- “game space” abstraction of reality Challenge Rules Interactivity –w/players, game system, w/content Feedback Quantifiable Outcome –Winning state is concrete, no ambiguity. Score, level, winning outcome defines winning state Emotional Reaction **Together these disparate elements combine to make an event that is larger than the individual elements **Elements of gamification are not new. Teachers, military, corporate trainers have been using game-like techniques for long time. **What is new is the emphasis of bringing all of these elements together in an engaging manner under the sigle concept of gamification. --The focus on the relationships & dependencies of these elements is new.
  10. Many different definitions of games. Elements = game design fundamentals. Interconnected elements: Score, strategy, behavior, activities. Scores linked to actions. Actions limited by rules.
  11. How did we get from in person tours to scvngr?
  12. Mention Learning Goals