gamification trendin medical education and libraries

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Gamification Trend in Medical Education and Libraries Herbert Wertheim College of Medicine Strategic Meeting, Florida International Univeristy Oct 15, 2013 Bohyun Kim, Digital Access Librarian Florida International University Medical Library

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Page 1: Gamification trendin Medical Education and Libraries

Gamification Trendin Medical Education and Libraries

Herbert Wertheim College of MedicineStrategic Meeting, Florida International UniveristyOct 15, 2013Bohyun Kim, Digital Access LibrarianFlorida International University Medical Library

Page 2: Gamification trendin Medical Education and Libraries

Technology initiatives at FIU 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 e-books (2012 - present; grant) FIU Medical Library Proxy Bookmarket for iPad

/Tablets (2013 - present)

Page 3: Gamification trendin Medical Education and Libraries

What is Gamification?

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

Page 4: Gamification trendin Medical Education and Libraries

Why Care about Gamification? 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.

Page 5: Gamification trendin Medical Education and Libraries

We now spend 37 percent of our Internet time on mobile.

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

Page 6: Gamification trendin Medical Education and Libraries

Game vs. Gamification

Image from Flickr with Creative Commons Copyright http://www.flickr.com/photos/idlepines/3866249225/

Page 7: Gamification trendin Medical Education and Libraries

Power of Game Dynamics 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

Page 8: Gamification trendin Medical Education and Libraries

From Rewards to Relationship Management

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Make People Willing to Do a Good Thing

https://www.recyclebank.com/mobile/

Page 13: Gamification trendin Medical Education and Libraries

http://work.com/blog/2013/08/ford-test-drive-the-gamification-of-motoring/

“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.”

Page 14: Gamification trendin Medical Education and Libraries

Gamification for Scientific Discovery

Image from FoldIt Website: http://fold.it/portal/info/about

Page 16: Gamification trendin Medical Education and Libraries

Image from: https://itunes.apple.com/us/app/cpr-game/id430789636?mt=8

Page 17: Gamification trendin Medical Education and Libraries

Game Review by a medical resident:http://www.imedicalapps.com/2012/09/medical-app-better-doctor/

Page 18: Gamification trendin Medical Education and Libraries

At FIU HWCOM - Renal Pursuit

Page 19: Gamification trendin Medical Education and Libraries

2,307 hits from PubMed (Oct., 2013) (game or games or gaming or

gamification) AND "Education"[Mesh]

Page 20: Gamification trendin Medical Education and Libraries

Image from Anne Burke “NCSU Libraries Mobile Scavenger Hunt,” ALA Conference 2012, http://connect.ala.org/node/176080

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LEARNING MADE FUNNCSU / GVSU

Image source: Ann Burke, http://connect.ala.org/node/176080 / ; Kyle Felker, http://acrl.ala.org/techconnect/?p=3783 in ACRL TechConnect Blog

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http://scvngr.com/places/9743628

Gamify College Orientation

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Challenges in Gamification 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?

Page 25: Gamification trendin Medical Education and Libraries

Importance of Execution

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.