Monday, January 26, 2015

Gamification

To successfully complete Gamification READ this blog post.
DO and THINK about the information in the "Learn More About" activities. LEARN by completing the Hands-On Activities.
Your total time commitment is about 50 minutes.

Introduction to Gamification
What does Reader Rabbit, Math Blaster, Carmen Sandiego or the Legend of Zelda have in common? Developed in the late 1980s, all of these children’s software programs are early examples of gamified learning for children. Yup, that's right! Somebody decided to use game mechanics and game design techniques to engage and motivate kids to achieve goals. And it worked! Kids learned easily by playing the games. The games made learning fun. We need that.

Did you know that --

  • 1.2 million students fail to graduate from high school every year
  • Only one in four high school students graduate ready for college in all four core subjects (English, reading, math and science), which is why a third of students entering college have to take remedial courses. (ACT, 2011)
*For more statistics, visit the National Center for Education website.

Over 5 billion people play an average of 45 hours a week of video games. Gamification taps into people's basic desires and needs concerning status and achievement. It can be applied in almost any setting. Ever heard of "Frequent Flyer Programs"? Does your credit card give you reward points? Both are examples of gamification, too.

Why is this topic important? We're building creative spaces (digital media lab and makerspace) in the library. We hope to use gamification concepts to encourage customers to both use and help us develop the spaces.
Learning More about Gamification (30 minutes)
  1. Watch The Future of Creativity and Innovation is Gamification by Gabe Zichermann at TEDxVilnius(18:29 minutes) OR Watch Gamification to improve our world by Yu-kai Chou at TEDxLausanne (16:59 minutes)
  2. Read Gamification (10 minutes)
Hands-on Activities (15 minutes)
  1. Visit the JUL Children's Room and try out Reader Rabbit on one of the four AWE computers. What do you think about this learning program?
  2. (10 minutes)
  3. Visit Free Rice website and play the Vocabulary Game for two minutes. Every correct answer equals a 10 grain donation to the World Food Programme. How did you feel when you answered the questions correctly? Did you feel "called" to continue playing? (2 minutes)
  4. What are your ideas on how could the library use gamification? Share your thoughts on the Idea Tree in the first floor workroom.

When you have completed this module, please be sure to complete this form. Thank you!

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