Thursday, June 8, 2017

Gamification and Gaming in an Academic Environment: How to Design and Implement Gameification in Higher Education

Presentation Slides

Cited Resources:
  • Csikszentmihalyi, M. (2004). Flow, The Secret of Happiness. TED.com
  • Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York: Palgrave Macmillan.
  • Kim, B. (2014). Understanding gamification. Library Technology Reports, 51(2), 1-36.
  • Nicholson, S. (2012). Completing the experience: Debriefing in experiential educational games. In the Proceedings of the 3rd International Conference on Society and Information Technologies. Winter Garden, FL: International Institute of Informatics and Systemics.
  • Squire, K. (2011). Video games and learning: Teaching and participatory culture in the digital age. New York: Teachers College Press.

Games Discussed:
Fun Fridays 
Games & Gambling 
Gameshows
  • Eckenrode, Dawn. "An 'Amazing Race' through the Library: Reality Television Meets Problem-Based Learning." In Practical pedagogy for library instructors: 17 innovative strategies to improve student learning, edited by Douglas Cook and Ryan L. Sittler, 127-38. Chicago: Association of College and Research Libraries, 2008.
Digital Badges in higher education
 Um/Like game (etc.) for public speaking
Literature: Role play
  • Nicholson, S. (2010). Everyone plays at the library : Creating great gaming experiences for all ages. Medford, N.J: Information Today.
Commercial tabletop games for education
  • Mayer, B., & Harris, C. (2010). Libraries got game: Aligned learning through modern board games. Chicago: American Library Association.    
  • Spyfall
  • Resistance
  • Betrayal of House on Haunted Hill 
Lyco Map Game
  • Broussard, M.J.S. (2016). The Lyco Map Game: A blended approach to teaching campus history. In M. Gregor and S. Rice (Eds.), E-learning and the academic library: Essays on innovative initiatives (pp. 25-38). Jefferson, NC: McFarland.
Game creation

Design and Best Practices:
  • Broussard, M.J.S. (2014). Knowing when to create a game. In B. Kirsch (Ed.), Making and using games in academic libraries: A practical approach (pp. 30-41). Jefferson, NC: McFarland.
  • Broussard, M.J.S. (2014). A bag of tricks for successful library games. In B. Kirsch (Ed.), Making and using games in academic libraries: A practical approach (203-216). Jefferson, NC: McFarland.
  • Broussard, M. J. S. (2012). Digital games in academic libraries: A review of games and suggested best practices. Reference Services Review, 40(1), 75-89.
 
 

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Gamification and Games for Improvement of Public Speaking Skills

Presentation Slides Cited Resources: Caillois, R. (1961). Man, play, and games . New York: Free Press of Glencoe. Gee, J. P. (2003). Wh...