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Learning Management Systems, Gamification & Library Student Employees Kim Copenhaver, MLS Assistant Professor Reference, Instruction and Access Services Eckerd College St. Petersburg, FL
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Private Liberal Arts College Enrollment = 1,800 Undergraduates
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5 Library Faculty, 10 Library Staff, 18 Student Work Scholars
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Existing challenges and desired solutions Benefits and limitations of using LMS for training Increase staff engagement with gamification
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TRAININGTRAINING
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TRAININGTRAINING
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BENEFITSBENEFITS
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BENEFITSBENEFITS
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BENEFITSBENEFITS
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LIMITATIONSLIMITATIONS IS THIS FOR A GRADE?
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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
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GAMIFICATIONGAMIFICATION Scenario Based Training Team Building Activities Technology Proficiency Assessment
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GAMIFICATIONGAMIFICATION Discussion Boards
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GAMIFICATIONGAMIFICATION
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GAMIFICATIONGAMIFICATION
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GAMIFICATIONGAMIFICATION
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GAMIFICATIONGAMIFICATION
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KEYPOINTSKEYPOINTS
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Kim Copenhaver, MLS copenhka@eckerd.edu Kim Copenhaver, MLS Assistant Professor Reference, Instruction and Access Services Eckerd College St. Petersburg, FL
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