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

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Presentation transcript:

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

Private Liberal Arts College Enrollment = 1,800 Undergraduates

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

Existing challenges and desired solutions Benefits and limitations of using LMS for training Increase staff engagement with gamification

TRAININGTRAINING

TRAININGTRAINING

BENEFITSBENEFITS

BENEFITSBENEFITS

BENEFITSBENEFITS

LIMITATIONSLIMITATIONS IS THIS FOR A GRADE?

GAMIFICATIONGAMIFICATION 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 GAMIFICATION 1.Engagement 2.Active Participation 3.Team Building 4.Loyalty 5.Motivation

GAMIFICATIONGAMIFICATION Scenario Based Training Team Building Activities Technology Proficiency Assessment

GAMIFICATIONGAMIFICATION Discussion Boards

GAMIFICATIONGAMIFICATION

GAMIFICATIONGAMIFICATION

GAMIFICATIONGAMIFICATION

GAMIFICATIONGAMIFICATION

KEYPOINTSKEYPOINTS

Kim Copenhaver, MLS Kim Copenhaver, MLS Assistant Professor Reference, Instruction and Access Services Eckerd College St. Petersburg, FL