What You Need To Know Before Gamifying Your Library
1. What You Need To Know
Before Gamifying Your Library
Bohyun Kim, Laurie Golden, Nicole Pagowsky,
Carli Spina, Dave Pattern, Kyle Felker, Young
Lee, Annie Pho, Breanne Kirsch
3. Gamification in Libraries - Overview
• What is gamification?
• Why do librarians need to care about it?
• Examples outside and inside libraries
• Potential pitfalls
4. Connect Your Summer
Laurie Golden
Department Head Community Relations
Canton Public Library
@goldenlaurie or @cantonlibrary
10. Anchoring the Badge:
Setting Standards for Game-Based
Learning in Library Instruction
Nicole Pagowsky
Instructional Services Librarian
University of Arizona Libraries
@pumpedlibrarian
15. Gamifying the Library
at the
University of Huddersfield, UK
Dave Pattern
Library Systems Manager
University of Huddersfield, UK
@daveyp
16. Gamifying the Library at the
University of Huddersfield, UK
Dave Pattern
Library Systems Manager
University of Huddersfield
d.c.pattern@hud.ac.uk
17. 17
There are known knowns.There are known knowns.
These are things weThese are things we
know that we know...know that we know...
18. 18
...there is a statistically...there is a statistically
significant link betweensignificant link between
use of the library anduse of the library and
final attainmentfinal attainment
19. 19
Library Impact Data Project
2010/11 + 2011/12 graduates
average number of different
e-resource platforms accessed
in final year of studies
final grade
20. 20
Library Impact Data Project
2010/11 + 2011/12 graduates
average number of hours
spent accessing
e-resources in final year of studies
final grade
21. 21
Library Impact Data Project
2010/11 + 2011/12 graduates
average number of items
borrowed over
entire course
final grade
22. 22
...and we believe we...and we believe we’’veve
found statistically significantfound statistically significant
evidence of a causality!evidence of a causality!
23. 23
Non & Low-Usage Project
...however, a lot of students...however, a lot of students
either never use the libraryeither never use the library
or they underutilize itor they underutilize it
24. 24
NO! NO! NO!NO! NO! NO!
Xavier University of Louisiana Library, New Orleans, USA
38. • Over 2,000 players
• Over 150,000 library events tracked
• When surveyed, 60% said they felt it had
increased their usage of the library and
85% felt gamification was an appropriate
tool within the context of education
Has it been successful?
40. That’s all...
Thank you for listening!
• http://library.hud.ac.uk/lidp
• http://library.hud.ac.uk/lemontree
• email: d.c.pattern@hud.ac.uk
40
41. Quests in Library Games
Kyle Felker
Digital Initiatives Librarian
Grand Valley State University
@gwydion9
42. Chocolate Cake for Breakfast:
A New Recipe for Legal Resource
Orientations
Young Lee
Reference & Electronic Resources Librarian
University of La Verne Law Library
@leebrarian
43. The Other Side of
Gamification:
Funding and Other Tech Considerations
Annie Pho
Resident Librarian
University of Illinois at Chicago
@catladylib
44. Breanne Kirsch, Public Services Librarian
University of South Carolina Upstate
@breezyalli
45. About the Interest Group
• Mission: To discuss and promote game
making within the LITA community.
– Established in 2012.
• Current Chair: Breanne Kirsch
• Current Vice-Chair: Cody Hanson
46. Group’s Web Presence
• Wiki
– http://gamemakinginterestgroup.wikispaces.com/
• ALA Connect Page
– http://connect.ala.org/node/167042
• LITA’s IG Page
– http://www.ala.org/lita/about/igs/game/lit-iggame
47. Game Making Information
• Incorporating games into instruction.
• Game making best practices.
• Library game examples.
• Suggested readings.
48. Meeting at ALA Annual
• Sunday, June 30- 8:30am-10:00am
– McCormick Place Convention Center N133
– See http://ala13.ala.org/node/11062 for
details.
49. Games in Libraries Books
• Gee, James Paul. What Video Games Have to Teach Us About
Learning and Literacy. New York, NY: Palgrave Macmillan, 2007.
• Kirsch, Breanne (Ed.). Games in Libraries: Essays on Using Play to
Connect and Instruct. Jefferson, NC: McFarland & Company,
Available December 7, 2013.
• McGonigal, Jane. Reality is Broken: Why Games Make Us Better
and How They Can Change the World. New York: The Penguin
Press, 2011.
• Nicholson, Scott. Everyone Plays at the Library: Creating Great
Gaming Experiences for All Ages. Medford, NJ: Information Today,
2010.
• Werbach, Kevin, and Dan Hunter. For the Win: How Game Thinking
Can Revolutionize Your Business. Philadelphia: Wharton Digital
Press, 2012.
50. Gamification MOOC
• Kevin Werbach, University of Pennsylvania
– Free course through Coursera.
• https://www.coursera.org/course/gamification
– About the course: “This course examines the
mechanisms of gamification and provides an
understanding of its effective use.”
51. GameRT Programs
• Saturday, June 29
– 1:00pm - 3:00pm- Now Showing @ ALA: Returning
Fire: Interventions in Video Game Culture- S503a
– 3:00pm - 4:00pm- Creating Game-Based
Makerspaces (GameRT Forum)- S106a
• Monday, July 1
– 1:00pm - 2:30pm - With Great Power Comes Great
Responsibility-IRRT Chair's Program- S404a