For the play activity this week we are to design and plan an
outline for using gamification in a school library. Gamification is a
society-wide trend. A good idea is to use game and social based techniques to
encourage increased usage of resources.
Therefore a program or an item can be created that collects information
about the activities of patrons within a school library. In a school library
setting, this would mean students must have an item that allows them to access
the library and different services of the library. With this said, all students
have student cards. Nevertheless, a web application can be created that keeps
track of all student activities and give students points for the activities
they participate in within the library. Students can earn points by visiting
the library, checking out and returning books, logging into electronic
resources within the library and asking questions within the library. With this application there can be a
leaderboard to see which students participate the most. The site would have a
registration page where students can log into in order to start playing. Students
can then use their students number on their cards to link the cards with the
site in order to participate. Rewards can develop as the school sees what
students like. Perhaps a leading student or a student that wins certain
activities, given that they have provided details of their preferences, can be
rewarded with items that are linked to their preferences. For if a student puts
that their preference in their profile for books are “fantasy” books they may
be awarded with a free book such as Deltora Quest.
Sunday, September 29, 2013
Week 10: Games and Gamification Reflect
For the week 10 activity we were required to share our
thoughts on how gamification could be a useful concept in the type of
organization we hope to work in after university. According to Lithium (2011), gamification is
the use of game attributes to drive game-like player behavior in a non-game
context. Therefore, using methods of gamification can provide the mechanics to
supply an environment of participation. A good example of gamification is that credit
card and online companies have been using the concept of gamification for many
years to entice their customers to earn rewards through their products and
services. This can be seen with passengers earning points for every flight they
arrange in hopes for gaining enough points to earn free flights.
Gamification can be a useful concept in the future
organization I work in if the organization can learn to:
- Customize
- Recognize and Reward
- Keep Employee Branding Fresh
- Making it Fun
- Support the Brand
This means that the organization
must allow gamification techniques to reflect its culture, mission and practices.
The key is to create and improve the loyalty and performance of employees to
help the organization move towards its goals. Additionally, when employees
perform well with the gamification they must be rewarded well and recognized
for their achievements with rewards that represents career advancement, money,
real recognition and/or meaningful goods. Keeping the employer branding fresh
means that employees should be engaged with what the gamification provides.
With this said, there should be upgrades and enhancements for the program to
keep the concept interesting.
Companies should utilize
gamification to yield undeniable employee engagement and human resource
results. With gamification, employees feel engaged as they feel that they must
be in it to win it. Moreover, the idea of adding gamification to the workplace
introduces entertainment and changes the behavior for employees for the better.
References
Lithium. (2011). What is gamification really. Retrieved from
http://lithosphere.lithium.com/t5/science-of-social-blog/What-is-Gamification-Really/ba-p/30447.
Sunday, September 22, 2013
Week 9: Mobile Reflect
How you use the mobile web in your
personal/professional/academic lives. You might like to discuss the impact
mobile has had on your work/play/study.
This week’s topic was mobile technology. Recent years have
witnessed a dramatic transformation in the mobile industry. Since I have
studied IT for the past 5 years I have adopted the use of mobile technology for
many of my daily activities in my personal and professional life. Ever since I
purchased an IPhone 4 my daily activities have been organized on the phone for
a simplified lifestyle. I carry my smartphone everywhere with me and connect to
different devices using Wifi and/or Bluetooth. I use Bluetooth on my phone to
connect to my Bluetooth speakers and connect to Wifi to save my phone credit
from being used. Being able to access the internet is a big factor in my daily
use of my smartphone due to my involvement in social networks such as Facebook,
Twitter, Snapchat and Whatsapp. In my professional life, it is used to contact
other colleagues, and also used to remind myself of activities I have to
participate within. With this said, I prefer using my mobile for most methods
of communication rather than my laptop. It is more portable and provides nearly
as much of the services my laptop provides. Additionally my smartphone has a camera which
I tend to use for apps such as Snapchat. I also use the camera to capture
images for future use on social networks. The mobile has become a dominant form
of telecommunications technology and mobile broadband has also increased. With
the improvement of the functionality smartphones have and the addition of
further services on smartphones, the experience of using mobile technology has
increased significantly and nevertheless, the use of mobile technology will
create a larger impact on the personal
and professional lives for many users in the future.
Week 8: Mobile Play
For the Week 9 Play activity we required to use an online
tool to create a QR code that included information about ourselves. After
reading other blogs, I chose to use Qurify. The tool was fairly straight
forward and easy to use. It offered many options on how to customize my own
person QR code and the images that were available for use as the background for
it were very appealing and attractive.
The second activity was to decipher a secret message behind a QR code provided by using a QR reader app on a smartphone. I completed this with ease and tweeted the message to Deb.
The second activity was to decipher a secret message behind a QR code provided by using a QR reader app on a smartphone. I completed this with ease and tweeted the message to Deb.
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