THE TRAINING TRIFECTA Learning Management Systems, Gamification & Library Student Employees Kim Copenhaver, MLS Assistant Professor Reference, Instruction and Access Services Eckerd College St. Petersburg, FL
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
SCENARIO BASED TRAINING GAMIFICATION
TECHNOLOGY PROFICIENCY GAMIFICATION
ASSESSMENT GAMIFICATION
BADGES & CERTIFICATES GAMIFICATION
KEY
POINTS
CONTACT INFORMATION
Kim Copenhaver, [email protected]
Kim Copenhaver, MLS
Assistant ProfessorReference,
Instruction and Access Services
Eckerd College
St. Petersburg, FL