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Gaming and gamification in academic and library settings
1. GAMING AND GAMIFICATION IN ACADEMIC
AND LIBRARY SETTINGS: BIBLIOGRAPHIC
OVERVIEW
Plamen Miltenoff, Prof. Dr., MLIS, St. Cloud State University, USA,
pmiltenoff@stcloudstate.edu
Gergana Martinova, MLIS, New Bulgarian University, Bulgaria, gmartinova@nbu.bg
Radostina Todorova, MLIS, New Bulgarian University, Bulgaria, rtodorova@nbu.bg
2nd INTERNATIONAL CONFERENCE ON EDUCATION, SOCIAL SCIENCES AND HUMANITIES
8th, 9th and 10th of June, 2015 - ISTANBUL (TURKEY)
http://www.socioint15.org/
http://www.slideshare.net/aidemoreto/gaming-and-gamification-in-academic-and-library-settings
http://scsu.mn/1Rvqao2
2. Who are we…
• We are university librarians, who
believe that education can be
transformed with gaming
practices
• We believe that the university
library can lead the effort to
gamify the campus
• We welcome students and
faculty to join us in the game-
based learning process
3. Who are Millennials and Gen Z
http://www.slideshare.net/Ologie/engaging-and-cultivating-millenials-gen-z
http://www.theburningplatform.com/2015/02/11/generation-z-nipping-at-the-heels-of-millennials/
4. Test your knowledge
• Who are the Millennials and Gen Z
Use your smart phone, tablet or laptop and check your knowledge:
http://scsu.mn/1GHIJSQ
6. Gaming, Game-based
learning
• Gamification adds a layer of gaming elements
to classroom practices. Key components can
include points. leaderboards, badges, and
player roles.
• Game-based Learning utilizes classroom
games to engage students in skill acquisition
and thought processes that support
meaningful, fun learning experiences.
Technology enables the creation of games
that support differentiation, metacognition,
and personalization of learning.
7. Definitions
• Ralph Koster defines a game
as a system of rules that, taken
together, creates a simplified
model of some aspect of reality
(Koster, 2013).
•serious games as “digital
games and equipment with an
agenda of educational design
and beyond entertainment”
(Ulicsak and Wright, 2010p. 24)
8. Definitions (continue...)
•Gamificationis defined as the
process of applying game mechanics
and game thinking to the real world to
solve problems and engage users
(Phetteplace & Felker, 2014, p. 19; Becker, 2013, p. 199;
Kapp, 2012).
• Commonalities between gamification
and other game-related designs, but
they differ in terms of whether they
are predominantly work-oriented
(versus play-oriented) and whether
they have well defined goals and
structures” (Liu & Santhanam 2015, p. 6)
9. Definitions (continue…)
•Game based learning
(GBL) is a type of game play
that has defined learning
outcomes. |
Digital Game Based learning
(DGBL): the fact that Millennials
and Generation Z display affinity
to electronic and online games
versus “in-person” games.
10. Test your knowledge
• How much of the definitions can you get right:
Use your smart phone, tablet or laptop and check your knowledge :
http://scsu.mn/1LguG5Q