Posts Tagged ‘gamification’
The Next Generation of Library Orientation: http://libtechconf.org/2017schedule/
Please have a link to the presentation: https://tinyurl.com/vr360lib
Join us online, Thursday, March 16, 2:15PM via:
Adobe Connect archived recording: http://scsuconnect.stcloudstate.edu/p7qm3hg7u0h/
Facebook Live: https://www.facebook.com/InforMediaServices/
more on LibTech conferences:
notes from the conference
Keynote speaker: Lauren Di Monte http://sched.co/955P
Debating Data Science – a roundtable http://rhr.dukejournals.org/content/2017/127/133.abstract
how data is produced, collected and analyzed. make accessible all kind of data and info
ask good q/s and find good answers, share finding in meaningful ways. this is where digital literacy overshadows information literacy and this the fact that SCSU library does not understand; besides teaching students how to find and evaluate data, I also teach them how to communicate effectively using electronic tools.
connecting people tools and resources and making it easier for everybody. building collaborative, open and interdisciplinary
robust data computational literates. developing workshops, project and events to practice new skills. to position the library as the interdisciplinary nexus
what are data: definition. items of information, facts, traces of content and form. higher level, conception discussion about data in terms of social effects: matadata capturing information about the world, social political and economic changes. move away the mystic conceptions about data. nothing objective about data.
the emergence of IoT – digital meets physical. cyber physical systems. smart objects driven by industry. . proliferation of sensor and device – smart devices.
what does privacy looks like ? what is netneutrality when IoT? library must restructure : collaborate across institutions about collections of data in opien and participatory ways. put IoT in the hands of make and break things (she is maker space aficionado)
make and break things hackathons – use cheap devices such as Arduino and Pi.
data literacy programs with higher level conception exploration; libraries empower the campus in data collection. data science norms, store and share data to existing repositories and even catalogs. commercial services to store and connect data, but very restrictive and this is why libraries must be involved.
linked data and dark data
linked data – draw connections around online data most of the data are locked. linked data uses metadata to link related information in ways computers can understand.
libraries take advantage of link data. link data opportunity for semantics, natural language processing etc. if hidden data is relative to our communities, it is a library responsibility to provide it. community data practitioners
massive data, which cannot be analyzed by relational processing. data not yield significant findings. might be valuable for researchers: one persons trash is another persons’ treasure. preserving data and providing access to info. collaborate with researchers across disciplines and assist decide what is worth keeping and what discarding and how to study.
rich learning experience working with lined and dark data enable fresh perspective and learning how to work with data architecture. data literacy programming.
open practices https://www.data.gov/
in context of data is different from open source and open projects. the social side of data science . advising researchers on navigation data, ethical compilations.
open science movement .https://cos.io/ pushing beyond licences and reframe, position ourselves as collaborators
analysis and publishing ; use tools that can be shared and include data, code and executable files.
reproducibility and contestability https://www.lib.ncsu.edu/events/series/summer-of-open-science
Python and Raspberry Pi. jupitor notebook server,
she is advocating for faculty not only being the leader but the DOERs of basic fucntions, which SCSU IT is rigorously fighting to keep for themselves. The sad part is that the rest of the nation is moving in this direction and SCSU continues to sink in an old 90ish campus structure of leaving IT as the gatekeeprs to functions now widely democratized.
public libraries: citizen science projects.
her undergrad is visual studies and her grad studies is interdisciplinary studies. only in the information school she got into science.
social media for the library
Posted by InforMedia Services on Wednesday, March 15, 2017
Library Website Redesign: Turning Awful into Awesome
http://sched.co/953o dysfunctional committee
Here is the Facebook Live link to the session:
#ltc3017 #Library #Website #Redesign
Posted by InforMedia Services on Wednesday, March 15, 2017
lib guides versus curation : http://blog.stcloudstate.edu/ims/2016/12/06/digital-curation/
Putting it all together: a holistic approach to utilizing your library’s user data for making informed web design decisions (2016 conference)
In the age of Big Data, there is an abundance of free or cheap data sources available to libraries about their users’ behavior across the many components that make up their web presence. Data from vendors, data from Google Analytics or other third-party tracking software, and data from user testing are all things libraries have access to at little or no cost. However, just like many students can become overloaded when they do not know how to navigate the many information sources available to them, many libraries can become overloaded by the continuous stream of data pouring in from these sources. This session will aim to help librarians understand 1) what sorts of data their library already has (or easily could have) access to about how their users use their various web tools, 2) what that data can and cannot tell them, and 3) how to use the datasets they are collecting in a holistic manner to help them make design decisions. The presentation will feature examples from the presenters’ own experience of incorporating user data in decisions related to design the Bethel University Libraries’ web presence.
Making Something Out of Nothing: Building Digital Humanities Partnerships
promotion and tenure for faculty can include incentive to work with the librarian
deep collaboration both within and cross-consortia
don’t rely on vendor solutions. changing mindset
development = oppty (versus development as “work”)
private higher education is PALNI
Facebook Live session: https://www.facebook.com/InforMediaServices/videos/1137175723059590/
3d virtual picture of disastrous areas. unlock the digital information to be digitally accessible to all people who might be interested.
they opened the maps of Katmandu for the local community and they were coming up with the strategies to recover. democracy in action
mountain tsunami: http://www.natgeotv.com/uk/seconds-from-disaster/videos/mountain-tsunami
i can’t stop thinking that the keynote speaker efforts are mere follow up of what Naomi Klein explains in her Shock Doctrine: http://www.naomiklein.org/shock-doctrine: a government country seeks reasons to destroy another country or area and then NGOs from the same country go to remedy the disasters
A question from a librarian from the U about the use of drones. My note: why did the SCSU library have to give up its drone?
Building an Ebook Platform from Scratch: Are You Daft?
options in license models .
e resource content. not only ebooks, after it is taken care of, add other types of digital objects.
instead of replicate, replacement of the commercial aggregators,
Amigos Shelf interface is the product of the presenter
instead of having a young reader collection as SCSU has on the third floor, an academic library is outsourcing through AMigos shelf ebooks for young readers
purchasing marketing was built from scratch on PhP. https://laravel.com/
Harper Collins is too cumbersome and the reason to avoid working with them.
security issues. some of the material sent over ftp and immediately moved to sftp
decisions – use of internal resources only, if now – amazon
programmer used for the pilot. contracted programmers. lack of the ability to see the large picture. eventually hired a full time person, instead of outsourcing. RDA compliant MARC.
ONIX, spreadsheet MARC.
Decision about who to start with : public or academic.
attempt to keep pricing down –
own agreement with the customers, separate from the agreement with the Publisher
current development: web-based online reading, shared-consortial collections and SIP2 authentication
new CIO closed the project.
IM554 discussion on Game Based Learning
Here is the “literature”:
this link reflects my recommendations to the SCSU library, based on my research and my publication: http://scsu.mn/1F008Re
Here are also Slideshare shows from conferences’ presentations on the topic:
Topic :Gaming and Gamification in Academic Settings
- Intro: why is it important to discuss this trend
- The fabric of the current K12 and higher ed students: Millennials and Gen Z
- The pedagogical theories and namely constructivism
- Csikszentmihalyi’s “flow” concept (being in the zone)
- Active learning
- Sociocultural Theory
- Project-Based Learning
- The general milieu of increasing technology presence, particularly of gaming environment
- The New Media Consortium and the Horizon Report
Discussion: Are the presented reasons sufficient to justify a profound restructure of curricula and learning spaces?
- Definition and delineation
- Serious Games
- Game-based learning
- Digital game-based learning
- Games versus gamification
- Simulations, the new technological trends such as human-computer interaction (HCI) such as augmented reality (AR),virtual reality (VR) and mixed reality (MR) (http://blog.stcloudstate.edu/ims/2017/02/22/virtual-augmented-mixed-reality/ )
Discussion: Is there a way to build a simpler but comprehensive structure/definition to encompass the process of gaming and gamification in education?
- Gaming and Gamification
Discussion: Which side are you on and why?
- Gaming and Gamification and BYOD (or BYOx)
- gaming consoles versus gaming over wi-fi
- gaming using mobile devices instead of consoles
- human-computer interaction (HCI) such as augmented reality (AR),virtual reality (VR) and mixed reality (MR) (http://blog.stcloudstate.edu/ims/2017/02/22/virtual-augmented-mixed-reality/ )
Discussion: do you see a trend to suggest that either one or the other will prevail? Convergence?
- Gaming in Education
- student motivation, student-centered learning, personalized learning
- continued practice, clear goals and immediate feedback
- project-based learning, Minecraft and SimCity EDU
- Gamification of learning versus learning with games
- organizations to promote gaming and gamification in education (p. 6 http://scsu.mn/1F008Re)
- the “chocolate-covered broccoli” problem
Discussion: why gaming and gamification is not accepted in a higher rate? what are the hurdles to enable greater faster acceptance? What do you think, you can do to accelerate this process?
- Gaming in an academic library
- why the academic library? sandbox for experimentation
- the connection between digital literacy and gaming and gamificiation
- Gilchrist and Zald’s model for instruction design through assessment
- the new type of library instruction:
in house versus out-of-the box games. Gamification of the process
Discussion: based on the example (http://web.stcloudstate.edu/pmiltenoff/bi/), how do you see transforming academic library services to meet the demands of 21st century education?
- Gaming, gamification and assessment (badges)
- inability of current assessments to evaluate games as part of the learning process
- “microcredentialing” through digital badges
- Mozilla Open Badges and Badgestack
Discussion: How do you see a transition from the traditional assessment to a new and more flexible academic assessment?
what is worth at this year’s Educause
Gamification: Practical Strategies for Your Course
What Gamification Is:
Gamification is the concept of applying game mechanics and game design techniques to engage and motivate people to achieve their goals.
What Gamification is not:
Gamification is not digital game-based learning (DGBL); it does not allow students to play digital games to apply/identify concepts, nor does it allow students to create games to demonstrate comprehension. Unlike DGBL, gamification does not require the use of virtual environments or elaborate tech-based systems.
Engage students through creative course design.
Learn how to strategically implement game-based design principles that can help you better engage students in a more interactive approach to education. Using gamification in your courses does not have to be difficult nor does it have to be comprehensive. We will discuss a range of different approaches that you can implement immediately to help make assignments more competitive, grading scales more interactive, and content more compelling.
more on gamification in this IMS blog:
Gaming and Gamification in academic and library settings (paper)
Short URL: http://scsu.mn/1F008Re
Based on the literature regarding games, gaming, gamification, game-based learning, and serious games, several clear trends emerge:
- Gaming and gamification in the sense of game-based learning is about using games and game-like tactics in the education process, for greater engagement and better learning outcomes. However, this is only the first level of such initiative. The second and higher level is about involving students in the game-building and gamification of the learning process (as per Vygotsky’s Zone of…) thus achieving student-centered and experiential learning.
- When hosting games and gaming in any library, “in-person” or electronic/online games are welcome but not sufficient to fulfill their promise, especially in an academic library. Per (1), an academic library has the responsibility to involve students and guide them in learning how to engage in the building process required in true game-based learning.
- Game-based learning, gaming and gamification in particular, in educational (academic library) settings must consider mobile devices and the BYOD movement in particular as intrinsic parts of the entire process. Approaching the initiative primarily by acquiring online “in-person” games, or game consoles has the same limited educational potential as only hosting games, rather than elevating the students to full guided engagement with game-based learning. If public relations and raised profile are the main goals for the academic library, such an approach is justified. If the academic library seeks to maximize the value of game-based learning, then the library must consider: a. gaming consoles, b. mobile devices as part of a BYOD initiative and c. cloud-based / social games, such as MineCraft, SimCity etc.
- Design for game-based learning, gaming and gamification in educational (academic library) settings must include multiple forms of assessment and reward, e.g. badges, leaderboards and/or certificates as an intrinsic part of the entire process. Merely hosting games in the academic library cannot guarantee true game-based learning. The academic library, as the forefront of a game-based learning initiative on campus, must work with faculty on understanding and fine tuning badges and similar new forms of assessment and reward, as they effectively implement large scale game-based learning, focused on the students’ learning gains.
Recommendations for LRS
- In regard to LRS, the gaming and gamification process must be organized and led by faculty, including housing and distributing the hardware, software and applications, when needed.
- The attached paper and the respective conclusions summarized in four points demand educational and experiential background, which is above the limits of the LRS staff. In addition, the LRS staff has clearly admitted that the pedagogical value of gaming and gamification is beyond their interest. This recommendation is not contradicting to the fact and opportunity for LRS staff to participate in the process and contribute to the process; it just negates the possibility of staff mandating and leading the process, since it will keep the gaming and gamification process on a very rudimentary level.
- The process must be further led by faculty with a terminal degree in education (Ph.D.) and experience in the educational field, since, as proved by the attached paper and 4 point conclusion, the goal is not a public-library type of hosting activities, but rather involving students in a pedagogically-sound creative process, with the respective opportunity for assessment and future collaboration with instructors across campus. This recommendation is not contradicting the fact and opportunity for LRS library faculty to participate actively in the process and contribute to the process. It just safeguards from restricting the process to the realm of “public-library” type of hosting activities, but failing to elevate them to the needs of an academic campus and connecting with instructors across campus.
- This conclusions adhere to and are derived from the document recommended by the LRS dean, discussed and accepted by LRS faculty in 2013 about new trends and directions in academic libraries, namely diversification of LRS faculty; breaking from the traditional library mold of including faculty from different disciplines with different opinions and ideas.
Researchers create ‘self-aware’ Super Mario with artificial intelligence
A team of German researchers has used artificial intelligence to create a “self-aware” version of Super Mario who can respond to verbal commands and automatically play his own game.
Artificial Intelligence helps Mario play his own game
Students at the University of Tubingen have used Mario as part of their efforts to find out how the human brain works.
The cognitive modelling unit claim their project has generated “a fully functional program” and “an alive and somewhat intelligent artificial agent”.
Can Super Mario Save Artificial Intelligence?
The most popular approaches today focus on Big Data, or mimicking humansthat already know how to do some task. But sheer mimicry breaks down when one gives a machine new tasks, and, as I explained a few weeks ago, Big Data approaches tend to excel at finding correlations without necessarily being able to induce the rules of the game. If Big Data alone is not a powerful enough tool to induce a strategy in a complex but well-defined game like chess, then that’s a problem, since the real world is vastly more open-ended, and considerably more complicated.
Gamification: It’s Easier than You Think!
BONUS: several cool infographics on gamification of education: http://elearninginfographics.com/tag/gamification-infographic/
this is a recording of a webinar, which took place yesterday, September 3, 2014. The presenter is Canadian. Sean Isles
Gamification versus game based education
Gamification is application of typical elements of game play to unconventional areas
Game based is learning that takes place withing a game simulated environment itself
D2L offers options for gamified education
Leveling / Gating: turn off/on content modules by weekly increments.
Bosses/Challenges – simple quiz at the end of each module (training quizzes, open to take unlimited times)
Celebration of successes – emails from intelligent agents, short funny video, etc.
Intelligent agent send an email not only to student, but to an office, where top scoring students can get a gift.
simulator. used Unity to create the game
Shaun Iles: email@example.com and Brian Gould: firstname.lastname@example.org
Leaderboard – Brightspace.com – Brightspace by D2L. needs to be purchased, but allows modify and customize with HTML and CSS
Badges: meaningless if the entire institution is not on board. google and mozilla badges platforms. D2L is about to roll out badges, only if the entire institution and the business recognize them. otherwise, the badges are dead upon exit from class.
make discussion interactive through upvote: http://www.reddit.com/r/upvote/
Scavenger hunt mentioned. Bluetooth info beacons used across campus to enable scavenger hunt. Across mobile devices.
Librarians and instructional designers mentioned.
His D2L home page has twitter widget and skype widget. He says the Skype widget enormously used. When will my proposal for Adobe Connect Widget will be addressed, am asking I for years?
Gaming Learning Society
Report from the intersection of Games, Learning, and Society
Games, Learning and Society conference in Madison, Wisconsin. practical ideas and arguments from GLS to help you get through the roadblocks that stand between you and learning or teaching through games.
Readers Save Legacy Library Content by Crowdsourcing Metadata Games
http://www.gamification.co/2014/05/12/readers-save-legacy-content-by-crowdsourcing-metadata-games/What is Gamification and Why Use It in Teaching?
http://ii.library.jhu.edu/2014/05/13/what-is-gamification-and-why-use-it-in-teaching/What Does the Next-Generation School Library Look Like?
The library now also has reading lounge areas with comfortable modular seating, as well as tables with chairs and stools that students are free to move around; two music studios; a HackerSpace (with high-tech equipment such as a microscope, 3D printer, gaming hardware and software, and a green screen for filming) and a Maker Space that also houses a 3D printer and serves as a “hands-on” craft room where old technology can be disassembled and re-configured with other materials. In short, the Monticello Library Media Center has become a “Learning Commons.”
@valibrarian because of MineCraft http://t.co/RnwW7ahOK2
Minecraft and the library: http://blogs.curtin.edu.au/gamification/news/minecraft-and-the-library/
Library Quest Wrap-Up and Post-Game Assessment
If you build it …? One campus’ firsthand account of gamification in the academic library
Straight from CRL News
SCVNGR as a platform was attractive to us for several reasons, including UCSD’s experience. First, it incorporated gaming into students’ experience of the library, which has been widely explored and recommended as a way to engage library patrons.2,3 Second, it would enable us to connect with students early in the year without needing to commit personnel to lengthy tours and other scheduled services during a busy time.
Pls consider former IMS blog entries. Keyword: “game”:
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