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Herbert Wertheim College of Medicine
Strategic Meeting, Florida International Univeristy
Oct 15, 2013
Bohyun Kim, Digital Access Librarian
Florida International University Medical Library
 Library Toolbar (2009 - present)
 Mobile-optimized Website (2010 - present)
 Digital Repository (2010 - present; grant)
 Mobile-friendly library resources including databases,

journals, e-books, apps (2009 - present)
 Mobile technology workshop (2009 - 2010)
 Kindle E-book reader lending program with medical ebooks (2012 - present; grant)
 FIU Medical Library Proxy Bookmarket for iPad
/Tablets (2013 - present)


The process of applying game-thinking and
game dynamics to the non-game context in
order to engage people and to solve
problems.





On the 2-3 years of adoption horizon in higher
education according to the 2013 Horizon Report.
Important Context:
Mobile Shift &Scarcity of Human Attention
Strength: Engagement and Motivation
Application: In use by individuals or institutions,
for educational, practical, marketing purposes,
or even for a greater cause.
ComScore, 2013 Mobile Future in Focus, white paper (Reston, VA: comscore, February
2013), 12, www.comscore.com/
Insights/presentations_and_Whitepapers/2013/2013_Mobile_Future_in_Focus
Image from Flickr with Creative Commons Copyright
http://www.flickr.com/photos/idlepines/3866249225/




Did you know that Farmville can change the
behavior pattern of over 70 million people by
simply changing a rule for how often a
Farmville user needs to water the crop?
Examples:
 Appointment
 Progression
 Status
 Communal Gameplay
https://www.recyclebank.com/mobile/
https://itunes.apple.com/us/app/fuelgood-energy-saving-trust/id592385655?mt=8
“Their latest electric car, the Fusion Energi,
comes complete with a fascinating
dashboard that provides several
psychological incentives to make us drive in
a better and more efficient way.”

http://work.com/blog/2013/08/ford-test-drive-the-gamification-of-motoring/
Image from FoldIt Website: http://fold.it/portal/info/about
http://www.scientificamerican.com/article.cfm?id=foldit-gamers-solve-riddle
Image from: https://itunes.apple.com/us/app/cpr-game/id430789636?mt=8
Game Review by a medical resident:http://www.imedicalapps.com/2012/09/medical-appbetter-doctor/


(game or games or gaming or gamification)
AND "Education"[Mesh]
Image from Anne Burke “NCSU Libraries Mobile Scavenger Hunt,” ALA Conference
2012, http://connect.ala.org/node/176080
Image source: Ann Burke, http://connect.ala.org/node/176080 / ;
Kyle Felker, http://acrl.ala.org/techconnect/?p=3783 in ACRL TechConnect Blog
http://scvngr.com/places/9743628






Too simplistic
Repetitive and boring tasks
Poorly designed tasks that do not support
progressive understanding and a limited
range of activities
Games that coerce the player into learning
- John Kirriemuir and Angela McFarlane, Games and Learning
(Futurelab,!March! 2004),
http://archive.futurelab.org.uk/resources/publications-reportsarticles/literature-reviews/Literature-Review378
Is the aspect of classroom/library experience in
question suitable for gamification?
 Is the resulting game experience something the
target group would enjoy?
 What is the ultimate goal of gamifying this
particular aspect of classroom/library
experience?
 What are the logistical needs that should be met
to ensure the success of your gamification
project?






Gamification alone does not guarantee
student engagement or learning.
A clear goal, careful planning, and skillful
execution are necessary for the success of a
gamification project.
More research is needed about how and when
to best use games to improve instructional
outcomes and motivation.
Thank you!

Image from Flickr: http://www.flickr.com/photos/8291053@N08/1835411334

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Gamification trend in Medical Education and Libraries

  • 1. Herbert Wertheim College of Medicine Strategic Meeting, Florida International Univeristy Oct 15, 2013 Bohyun Kim, Digital Access Librarian Florida International University Medical Library
  • 2.  Library Toolbar (2009 - present)  Mobile-optimized Website (2010 - present)  Digital Repository (2010 - present; grant)  Mobile-friendly library resources including databases, journals, e-books, apps (2009 - present)  Mobile technology workshop (2009 - 2010)  Kindle E-book reader lending program with medical ebooks (2012 - present; grant)  FIU Medical Library Proxy Bookmarket for iPad /Tablets (2013 - present)
  • 3.  The process of applying game-thinking and game dynamics to the non-game context in order to engage people and to solve problems.
  • 4.     On the 2-3 years of adoption horizon in higher education according to the 2013 Horizon Report. Important Context: Mobile Shift &Scarcity of Human Attention Strength: Engagement and Motivation Application: In use by individuals or institutions, for educational, practical, marketing purposes, or even for a greater cause.
  • 5. ComScore, 2013 Mobile Future in Focus, white paper (Reston, VA: comscore, February 2013), 12, www.comscore.com/ Insights/presentations_and_Whitepapers/2013/2013_Mobile_Future_in_Focus
  • 6. Image from Flickr with Creative Commons Copyright http://www.flickr.com/photos/idlepines/3866249225/
  • 7.   Did you know that Farmville can change the behavior pattern of over 70 million people by simply changing a rule for how often a Farmville user needs to water the crop? Examples:  Appointment  Progression  Status  Communal Gameplay
  • 8.
  • 9.
  • 10.
  • 13. “Their latest electric car, the Fusion Energi, comes complete with a fascinating dashboard that provides several psychological incentives to make us drive in a better and more efficient way.” http://work.com/blog/2013/08/ford-test-drive-the-gamification-of-motoring/
  • 14. Image from FoldIt Website: http://fold.it/portal/info/about
  • 17. Game Review by a medical resident:http://www.imedicalapps.com/2012/09/medical-appbetter-doctor/
  • 18.
  • 19.  (game or games or gaming or gamification) AND "Education"[Mesh]
  • 20. Image from Anne Burke “NCSU Libraries Mobile Scavenger Hunt,” ALA Conference 2012, http://connect.ala.org/node/176080
  • 21. Image source: Ann Burke, http://connect.ala.org/node/176080 / ; Kyle Felker, http://acrl.ala.org/techconnect/?p=3783 in ACRL TechConnect Blog
  • 23.     Too simplistic Repetitive and boring tasks Poorly designed tasks that do not support progressive understanding and a limited range of activities Games that coerce the player into learning - John Kirriemuir and Angela McFarlane, Games and Learning (Futurelab,!March! 2004), http://archive.futurelab.org.uk/resources/publications-reportsarticles/literature-reviews/Literature-Review378
  • 24. Is the aspect of classroom/library experience in question suitable for gamification?  Is the resulting game experience something the target group would enjoy?  What is the ultimate goal of gamifying this particular aspect of classroom/library experience?  What are the logistical needs that should be met to ensure the success of your gamification project? 
  • 25.    Gamification alone does not guarantee student engagement or learning. A clear goal, careful planning, and skillful execution are necessary for the success of a gamification project. More research is needed about how and when to best use games to improve instructional outcomes and motivation.
  • 26. Thank you! Image from Flickr: http://www.flickr.com/photos/8291053@N08/1835411334