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Katy Vance

» Why Gamify and What to Avoid in Library Gamification ACRL TechConnect Blog - 2 views

  • Third, a game that is organization-centered rather than user-centered can be worse than no game at all. A game with organization-centered design uses external rewards to increase the organization’s bottom line in the short term.3 Games designed this way attempt to control behavior with rewards. Once users feel the game is playing them rather than they are playing the game, however, they are likely to have a negative feeling towards the game and the organization. 
  • In this early stage of gamification, it will be useful to remember that gamification doesn’t necessarily require complicated technology or huge investment. For example, you can run a successful game in your library instruction class with a pencil and paper. How about rewarding your library patrons who write to your library’s Facebook page and get most “likes” by other patrons? Or perhaps, a library can surprise and delight the first library patron who checks in your library’s Foursquare or Yelp page by offering a free coffee coupon at the library coffeeshop or simply awarding the Early-Bird badge? In gamification, imagination and creativity can go a long way
Katy Vance

Gamification doesn't exist | Jessica Vallance - User Experience Designer - 0 views

  • . People are motivated by progress. People are motivated by social validation. These designs have just taken things people already want to do – learning stuff, going places, getting fit – and motivated people to do them more by making it easier for users to a) track their progess and b) tell other people what they’re doing.
  • The most important things about a game is that it offers an experience that is enjoyable in itself. If a game is designed well, people will play it just for the entertainment. Very few gamifcation examples seem to remember this, and so not many focus on creating a fantastic gaming experience as their priority, but there are some.
  • In his book Playful Design, John Ferrara talks about the game Foldit. The game gives users puzzles to complete based on protein folding and scientists examine the solutions provided by the highest scorers to see if there is anything that can be applied to real-life proteins. One of the solutions helped scientists to decipher the structure of an AIDs-causing monkey virus – remarkably, something they’d been trying to do for 15 years before they got Foldit players on the case
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    Interesting perspective on the idea that "gamification" doesn't exist, merely games or tasks made fun...
Becca Oxley

Pew Internet: Gamification - 0 views

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    Part of the "Imagining the Internet" reports series. Anderson, J. Q., & Rainie, L. (2012, May 18). Gamification: Experts expect 'game layers' to expand in the future, with positive and negative results.
Lucas Gillispie

Educational Innovator - 0 views

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    Lisa Dawley's (Boise State University) blog on games, virtual worlds, instructional design, gamification, and learning.
Mary Clark

OSCON 2011: Gabe Zichermann, "Designing for Engagement with Gamification in Open Source... - 0 views

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    This video is directed at open source creators, but lots of points in here are applicable to education. Key points: What drives behavior (from most to least engaging):  status, access, power, stuff.  (Note "stuff", which costs the provider money, is last on the list!) The first minute of engagement is what determines what users think of your product.  Make the first step impossible to mess up!  Motivate users with a "Yay, you're awesome!" moment right away.  
Kristina Thoennes

ClassBadges - 3 views

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    "ClassBadges is a free, online tool where teachers can award badges for student accomplishments. Through your teacher account, you can award badges customized for your classroom or school." Beautiful badges! You have to request an invite
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