Learning Management Systems, Gamification & Library Student Employees Kim Copenhaver, MLS Assistant Professor Reference, Instruction and Access Services.

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5 Library Faculty, 10 Library Staff, 18 Student Work Scholars

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THE TRAINING TRIFECTA

Learning Management Systems, Gamification &

Library Student Employees

Kim Copenhaver, MLS

Assistant ProfessorReference,

Instruction and Access Services

Eckerd College

St. Petersburg, FL

ECKERD COLLEGE

St. Petersburg, FL

Private

Liberal Arts College

Enrollment = 1,800

Undergraduates

ECKERD COLLEGE LIBRARY5 Library Faculty, 10 Library Staff, 18 Student Work Scholars

PRESENTATION OUTLINE

Existing challenges and desired solutions

Benefits and limitations of using LMS for trainingIncrease staff engagement with gamification

TRAINING CHALLENGESTRAINING

DESIRED SOLUTIONSTRAINING

LEARNING MANAGEMENT SYSTEMSBENEFITS

LEARNING MANAGEMENT SYSTEMSBENEFITS

LEARNING MANAGEMENT SYSTEMSBENEFITS

LEARNING MANAGEMENT SYSTEMS LIMITATIONS

IS THIS FOR A

GRADE?

GAMIFICATION DEFINED GAMIFICATION

Gamification is, quite simply, “the use of game design elements in non-game

contexts”Deterding, S., Dixon, D. & Khaled, R. (2011). Gamification: toward a definition. In The ACM CHI Conference on Human

Factors in Computing Systems 2011 (pp. 12–15).

GOALS OF GAMIFICATION1. Engagement 2. Active Participation 3. Team Building4. Loyalty5. Motivation

GAMIFIED TRAINING OPPORTUNITIES GAMIFICATION

Scenario Based

Training

Team Building Activities

Technology

Proficiency

Assessment

TEAM BUILDING GAMIFICATION

Discussion Boards

TECHNOLOGY PROFICIENCY GAMIFICATION

BADGES & CERTIFICATES GAMIFICATION

KEY

POINTS

CONTACT INFORMATION

Kim Copenhaver, MLScopenhka@eckerd.edu

Kim Copenhaver, MLS

Assistant ProfessorReference,

Instruction and Access Services

Eckerd College

St. Petersburg, FL

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