10/17/2017: I skimmed a conference proceeding today and saved it to my Liaising folder:
Dey, Sharmistha & Eden, Rebekah. (2016). Gamification: An emerging trend. In Pacific Asia Conference on Information Systems (PACIS 2016), 28 June - 1 July 2016, Chiayi, Taiwan. Retrieved from: https://eprints.qut.edu.au/98342/
This quote was interesting: "In accordance with Eden et al. (2012) p. 2 'an archival analysis extends the concepts of a literature review by identifying the patterns of literature, possible future trends and identifying gaps for studies to focus in future research'” (p. 4).
Also useful: Table 2 on p. 8 - Gamification Design Elements. Extracted from (Kankanhalli et al. 2012 p. 3) “Gamification a New Paradigm For Online User Engagement.”
"Points: Users can earn different types of points by participation and performance
Virtual Badge: Users can collect badges that visually indicate their achievements as they accomplish specific tasks and missions
Leaderboard: A leaderboard enables users to compare their own performance with others and stimulates competition
Level and Status: Level typically shows progress in the game. Level may be indicated by a numeric value or a user’s status such as “novice” or “expert”
Quests and Challenges: Quests and challenges guide users to perform pre-defined tasks. They help inexperienced users to learn how to move forward
Progression: A visual tool that displays the advancement of users and the remaining work to reach a goal. It motivates users to accomplish a pre-determined goal
Viral Loop: The steps a user goes through between entering the site to inviting the next set of new users. In most social games, users can play better by inviting and working together with others"
Sharmistha is at QUT in Y7. She has had an article accepted that builds on their archival review above, so I'll need to keep an eye out for it.
I found these articles 10/8/2012:
A literature review & gamification principles:
Maura A Smale. "Learning through Quests and Contests: Games in Information Literacy Instruction." Journal of Library Innovation 2.2 (2011): 36-55. http://www.libraryinnovation.org/article/view/148/238
The second one describes what I did this semester, with the only major difference being their focus on “how to evaluate Internet sources“ and mine “advanced database searching techniques.”
Maura A Smale. "Get in the Game: Developing an Information Literacy Classroom Game." Journal of Library Innovation 3.1 (2012): 126-47. http://www.libraryinnovation.org/article/view/182/319
Today I found out that Jeffrey Brand will be visiting GVSU as the School of Communications' distinguished alumnus. I am reading his chapter:
Penny de Byl and Jeffrey Brand. "Designing games to motivate student cohorts through targeted game genre selection." Handbook of research on improving learning and motivation through educational games: Multidisciplinary approaches. Ed. P.Felicia. Hershey, PA: IGI Global, 2011. 567-582.
I look forward to his visit!
Dey, Sharmistha & Eden, Rebekah. (2016). Gamification: An emerging trend. In Pacific Asia Conference on Information Systems (PACIS 2016), 28 June - 1 July 2016, Chiayi, Taiwan. Retrieved from: https://eprints.qut.edu.au/98342/
This quote was interesting: "In accordance with Eden et al. (2012) p. 2 'an archival analysis extends the concepts of a literature review by identifying the patterns of literature, possible future trends and identifying gaps for studies to focus in future research'” (p. 4).
Also useful: Table 2 on p. 8 - Gamification Design Elements. Extracted from (Kankanhalli et al. 2012 p. 3) “Gamification a New Paradigm For Online User Engagement.”
"Points: Users can earn different types of points by participation and performance
Virtual Badge: Users can collect badges that visually indicate their achievements as they accomplish specific tasks and missions
Leaderboard: A leaderboard enables users to compare their own performance with others and stimulates competition
Level and Status: Level typically shows progress in the game. Level may be indicated by a numeric value or a user’s status such as “novice” or “expert”
Quests and Challenges: Quests and challenges guide users to perform pre-defined tasks. They help inexperienced users to learn how to move forward
Progression: A visual tool that displays the advancement of users and the remaining work to reach a goal. It motivates users to accomplish a pre-determined goal
Viral Loop: The steps a user goes through between entering the site to inviting the next set of new users. In most social games, users can play better by inviting and working together with others"
Sharmistha is at QUT in Y7. She has had an article accepted that builds on their archival review above, so I'll need to keep an eye out for it.
I found these articles 10/8/2012:
A literature review & gamification principles:
Maura A Smale. "Learning through Quests and Contests: Games in Information Literacy Instruction." Journal of Library Innovation 2.2 (2011): 36-55. http://www.libraryinnovation.org/article/view/148/238
The second one describes what I did this semester, with the only major difference being their focus on “how to evaluate Internet sources“ and mine “advanced database searching techniques.”
Maura A Smale. "Get in the Game: Developing an Information Literacy Classroom Game." Journal of Library Innovation 3.1 (2012): 126-47. http://www.libraryinnovation.org/article/view/182/319
Today I found out that Jeffrey Brand will be visiting GVSU as the School of Communications' distinguished alumnus. I am reading his chapter:
Penny de Byl and Jeffrey Brand. "Designing games to motivate student cohorts through targeted game genre selection." Handbook of research on improving learning and motivation through educational games: Multidisciplinary approaches. Ed. P.Felicia. Hershey, PA: IGI Global, 2011. 567-582.
I look forward to his visit!
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