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The Gamification of Learning using a Mobile App at UC San Diego Marlo Young, MLS
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Ready, Set, Play: The Gamification of Learning Using a Mobile App @ UC San Diego

Jul 13, 2015

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Page 1: Ready, Set, Play: The Gamification of Learning Using a Mobile App @ UC San Diego

The Gamification of Learning using a

Mobile App at UC San Diego

Marlo Young, MLS

Page 2: Ready, Set, Play: The Gamification of Learning Using a Mobile App @ UC San Diego

Overview

• Gamification Defined

• UC San Diego Library Case-Study

• Q&A

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• Average video game player has been playing

games for over 12 years

• 26% of people playing games are over 50

• 27% (62 million) U.S. Internet users play at

least one game on a social network a month

• Social gaming is a billion dollar a year biz &

growing at a rapid pace

Some Statistics

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Gamification

“The use of game mechanics,

aesthetics and game thinking to

engage people, motivate action,

promote learning, and solve problems”

in non-game contexts.

-Karl Kapp

The Gamification of Learning & Instruction

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Gamification

• Core, underlying element is game

play

• Integration of game characteristics,

game-based techniques

• Into real-world tasks, learning,

training, etc.

• Main goal is to motivate

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Etymology

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Source: M2 Research

Expected to reach $2.8 billion in 2016

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Source: M2 Research

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Game MechanicsConstructs of Rules or Methods Designed for Interaction

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Games

• System: set of interconnected elements

• Players

• Abstract: “game space” abstraction of reality

• Challenge

• Rules

• Interactivity

• Feedback

• Quantifiable Outcome

• Emotional Reaction

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UC San Diego SCVNGR Challenge

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SCVNGR: The Platform

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Project Goals

• Pilot and assess platform to transform &

scale in-person library orientation

• Apply Millennial learning preferences:

Interactive & engaging

Social, blended learning

Competitive & fun

Technology-rich

• Promote digital & info fluencies

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Findings

• High level of innovation, ROI, student

engagement

• Phase 2 vs. 1 far greater participation &

engagement. 500% increase.

• Offering as a stand-alone event OK

• Greater reach if integrated into program or

learning assignment

• Campus adoption, shared licensing of tech a

challenge

Page 34: Ready, Set, Play: The Gamification of Learning Using a Mobile App @ UC San Diego

Questions?

Thank You!

[email protected]