This presentation was given at the School Library Association of New Zealand Aotearoa (SLANZA) conference in 2013. It focusses on what gamification is and how to use game elements to bring fun into the library. For further information have a look at http://librarygamification.weebly.com/ which has articles and videos I used in my research. Updated on 15 June prior to my SLANZA presentation at Kerikeri.
12. "If kids are willingly working quite
hard to learn what is required to
solve relatively complex problems in
video games, why should we not
harness this effort for educational
purposes?" - Poulsen
25. "Most of them have had easy access to
sophisticated games and virtual worlds
their entire lives, and so they take high-
intensity engagement and active
participation for granted. They know what
extreme, positive activation feels like, and
when they're not feeling it, they're bored
and frustrated" - McGonigal
26. "Video games are the epitome
of...creative engagement. By
comparison, school is so boring that
kids, used to this other life, can't
stand it" - Prensky
27. GAME FEATURES
• Engaging
• Learning is fun
• Clear goals
• Optimal experiences
• Problem solving
• Immediate
feedback
• No fear of failure
• Social interaction
• Creative thinking
51. "Once you start giving someone a
reward, you have to keep her in that
reward loop forever"
- Zichermann & Cunningham
52. WHEN THE CROWDING-OUT
EFFECT IS NOT A CONCERN
• Teaching a skill
• Short- term behaviour changes
• Uninteresting tasks
53.
54. "In environments when extrinsic rewards are
most salient, many people work only to the
point that triggers the reward - and no further.
So if students get a prize for reading three
books, many won't pick up a fourth, let alone
embark on a lifetime of reading..." - Dan Pink
55. "A program that turns vacation reading into
something one has to do to obtain a reward is
hardly likely to produce children who have
"learned to love books". Quite the
contrary...Children are not only unlikely to
continue reading; they are less likely to read than
they were before the program began" - Kohn
56. WHAT SHOULD
WE DO?
• Replace contingent, extrinsic rewards with
intrinsic rewards
• Maximise intrinsic motivators of competence,
autonomy and relatedness
• Use narratives, quests and challenges that
promote things like exploration and discovery
59. PLAN OF ACTION
• Decide on your objectives
• Think about how to make your activity fun
• Choose game elements
• Focus on intrinsic motivators
• Give good feedback
• Playtest, iterate and improve