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SCVNGR Hunt: Technological Triumph or Torture?

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Avatar for Kimberly Miller Kimberly Miller
May 09, 2013
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SCVNGR Hunt: Technological Triumph or Torture?

Presented with Sarah Burns-Gilchrist at the 2013 Maryland Library Association/Delaware Library Association joint conference, Ocean City, MD.

Avatar for Kimberly Miller

Kimberly Miller

May 09, 2013
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  1. SCVNGR Hunt: Technological Triumph or Torture? Sarah Gilchrist & Kimberly

    Miller Research and Instruction Librarians, Towson University May 9th, 2013 MLA/DLA Joint Library Conference, Ocean City, MD
  2. Gilchrist & Miller SCVNGR Hunt: Technological Triumph or Torture? 2

    Gilchrist & Miller SCVNGR Hunt: Technological Triumph or Torture? 2 Introductions Sarah Gilchrist Kimberly Miller  Chair of Games in Libraries Committee  Liaison to Education  Interests Include:  Innovative Learning  Open Access  Intellectual Freedom  Emerging Technologies Librarian at Cook Library  Liaison to Psychology  Interests Include:  Technology in Teaching and Learning  User Experience  Human Behavior
  3. Gilchrist & Miller SCVNGR Hunt: Technological Triumph or Torture? 3

    Gilchrist & Miller SCVNGR Hunt: Technological Triumph or Torture? 3 Learning Objectives At the conclusion of this program, you will be able to…  Describe uses for geo-location-based games in libraries  Identify real-world examples of geo-location-based game implementation  Participate in a geo-location-based scavenger hunt
  4. Gilchrist & Miller SCVNGR Hunt: Technological Triumph or Torture? 4

    Gilchrist & Miller SCVNGR Hunt: Technological Triumph or Torture? 4 Definitions Games are…  “[a] system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome” (Salen & Zimmerman, 2003, as cited in Fishman, 2012)  Board games, Video game consoles, Geo-location-based applications, Massively Multiplayer Online Games (MMOGs) Gamification is…  “the application of game elements in non-gaming situations, often to motivate or influence behavior” (Educause, 2011)
  5. Gilchrist & Miller SCVNGR Hunt: Technological Triumph or Torture? 5

    Gilchrist & Miller SCVNGR Hunt: Technological Triumph or Torture? 5 Our Story SCVNGR and Research Relief at Towson University:  Why SCVNGR?  How did we build challenges on SCVNGR?  How do you play SCVNGR?
  6. Gilchrist & Miller SCVNGR Hunt: Technological Triumph or Torture? 6

    Gilchrist & Miller SCVNGR Hunt: Technological Triumph or Torture? 6 Why SCVNGR for Research Relief? Library Environment: SCVNGR:  Emergence of Games in Libraries Committee  Arrival of New Emerging Technologies Librarian  Research Relief  Multiple benefits  Few drawbacks  Supported by scholarship (Vecchione & Mellinger, 2012)
  7. Gilchrist & Miller SCVNGR Hunt: Technological Triumph or Torture? 7

    Gilchrist & Miller SCVNGR Hunt: Technological Triumph or Torture? 7 Why SCVNGR? Advantages: Disadvantages:  Low-cost implementation  Asynchronous interaction  iOS and Android  Unknown entertainment value for students  Digital divide
  8. Gilchrist & Miller SCVNGR Hunt: Technological Triumph or Torture? 8

    Gilchrist & Miller SCVNGR Hunt: Technological Triumph or Torture? 8 Building in SCVNGR – Profile & Builder
  9. Gilchrist & Miller SCVNGR Hunt: Technological Triumph or Torture? 9

    Gilchrist & Miller SCVNGR Hunt: Technological Triumph or Torture? 9 Building in SCVNGR – Building Treks
  10. Gilchrist & Miller SCVNGR Hunt: Technological Triumph or Torture? 13

    Gilchrist & Miller SCVNGR Hunt: Technological Triumph or Torture? 13 Building in SCVNGR – Building Challenges
  11. Gilchrist & Miller SCVNGR Hunt: Technological Triumph or Torture? 15

    Gilchrist & Miller SCVNGR Hunt: Technological Triumph or Torture? 15 Playing SCVNGR Places Treks
  12. Gilchrist & Miller SCVNGR Hunt: Technological Triumph or Torture? 16

    Gilchrist & Miller SCVNGR Hunt: Technological Triumph or Torture? 16 Playing SCVNGR Select a Challenge
  13. Gilchrist & Miller SCVNGR Hunt: Technological Triumph or Torture? 17

    Gilchrist & Miller SCVNGR Hunt: Technological Triumph or Torture? 17 SCVNGR Data
  14. Gilchrist & Miller SCVNGR Hunt: Technological Triumph or Torture? 18

    Gilchrist & Miller SCVNGR Hunt: Technological Triumph or Torture? 18 Our Results SCVNGR’s impact on Research Relief:  Development took negotiation and time  SCVNGR has limitations  Little increase in student awareness and participation  Reflection and redesign strategies  How can libraries build their own apps?  Can we salvage this Trek? Is it worth it?
  15. Gilchrist & Miller SCVNGR Hunt: Technological Triumph or Torture? 19

    Gilchrist & Miller SCVNGR Hunt: Technological Triumph or Torture? 19 Alternatives to SCVNGR Geo-location-based: Interactive: Still Available  Foursquare  Aris  Facebook  Twitter Recently Closed  Gowalla  BriteKite  Footfeed  Khan Academy  Open Study
  16. Gilchrist & Miller SCVNGR Hunt: Technological Triumph or Torture? 20

    Gilchrist & Miller SCVNGR Hunt: Technological Triumph or Torture? 20 Evidence and Support What are others saying about “gamification”?  Jane McGonigal  Horizon Report 2013  EDUCAUSE  ACRL College & Research News
  17. Gilchrist & Miller SCVNGR Hunt: Technological Triumph or Torture? 21

    Gilchrist & Miller SCVNGR Hunt: Technological Triumph or Torture? 21 We Are Not Alone Libraries and institutions around the world are using games:  Syracuse University - Because Play Matters  North Carolina State University - Wolf Walk  University of Michigan - BiblioBouts  Arizona State University - ASU Spark  Brooklyn Museum - Freeze Tag!  T3 Research Lab (UMD) - Text, Tags, and Trust  UC Merced/ UCSD - SCVNGR  Baltimore Heritage - Explore  University of Arizona - Purdue Passport  Liverpool Public Library - OnSafari
  18. Gilchrist & Miller SCVNGR Hunt: Technological Triumph or Torture? 22

    SCVNGR Challenge For the next 10 minutes, you and your group will find and activate at least one of the SCVNGR challenges we designed for the 2013 Joint Library Conference. Meet back here for discussion and questions in 10 minutes.
  19. Gilchrist & Miller SCVNGR Hunt: Technological Triumph or Torture? 23

    Gilchrist & Miller SCVNGR Hunt: Technological Triumph or Torture? 23 Questions and Comments Let us know about your own…  Uses for geo-location-based games in libraries  Examples of geo-location-based game implementation  Experiences during the geo-location-based scavenger hunt
  20. Gilchrist & Miller SCVNGR Hunt: Technological Triumph or Torture? 24

    Contact Information Sarah Gilchrist [email protected] 410-704-5326 Kimberly Miller [email protected] 410-704-6324 Resources and References: ACRL Research Planning and Review Committee. (2012, June). 2012 top ten trends in academic libraries: A review of the trends and issues affecting academic libraries in higher education. College & Research Libraries News, 73(6), 311-320. Retrieved from http://crln.acrl.org/ Broussard, M.J.S. (2012). Using games to make formative assessment fun in the academic library. The Journal of Academic Librarianship. In press, corrected proof. DOI: http://dx.doi.org/10.1016/j.acalib.2012.12.001 Burns, K. (2011, October 1). Tag You’re It! Social Tagging and User Interfaces. Conference session at InfoCamp SC, University of South Carolina, Columbia, SC. Educause. (2011). 7 things you should know about gamification. Retrieved from http://www.educause.edu/library/resources/7-things-you-should- know-about-gamification Fishman, B. (2012). What video games can teach us about learning and schooling. Retrieved from http://dl.dropbox.com/u/3331320/Fishman_MAME2012.pdf Holdaway, X. , & Hawtin, N. (2013, May 3). Major players in the MOOC universe [Graphic Illustration]. The Chronicle of Higher Education, p. B17. Ionescu, D. (2010, March 29). Geolocation 101: How it works, the apps, and your privacy. PC World. Retrieved from http://www.pcworld.com/ Kanaracus, C. (2012, January 25). Tibco adds geolocation to its Tibbr social platform. PC World. Retrieved from http://www.pcworld.com/
  21. Gilchrist & Miller SCVNGR Hunt: Technological Triumph or Torture? 25

    Contact Information Sarah Gilchrist [email protected] 410-704-5326 Kimberly Miller [email protected] 410-704-6324 Resources and References (continued): McGonigal, J. (Host). (2010, February). TED talks: Jane McGonigal: Gaming can make a better world [Video file]. Retrieved from http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_bette r_world.html McMunn-Tetangco, E. (2013, April). If you build it…? One campus’ firsthand account of gamification in the academic library. College & Research Libraries News, 74(4), 208-210. Retrieved from http://crln.acrl.org/ NaPier, A. (2013, May). Libraries “cache” in on geocaching treasure hunts. American Libraries, 44(5), 16-17. Pagowsky, N. (2013, January 28). Test-driving Purdue’s Passport gamification platform for library instruction[Web log post]. Retrieved from http://acrl.ala.org/techconnect/?p=2676 Shier, K.B. (2011, October 2). Story Mapping. Conference session at InfoCamp SC, University of South Carolina, Columbia, SC. Vecchione, A., & Mellinger, M. (2012). Using geolocation apps for academic library outreach and instruction. The Reference Librarian, 53(4), 415– 423. doi:10.1080/02763877.2012.704589
  22. Gilchrist & Miller SCVNGR Hunt: Technological Triumph or Torture? 26

    Contact Information Sarah Gilchrist [email protected] 410-704-5326 Kimberly Miller [email protected] 410-704-6324 Resources and References (continued): All images are used with permission from Encyclopedia Britannica Image Quest or their home institution except those listed below: Fast Company. (2010, March 23). Jane McGonigal [Image file]. Retrieved from http://www.fastcompany.com/1595559/jane-mcgonigal-institute-future SCVNGR. (2013, April 25). SCVNGR bot [Image file]. Retrieved from http://www.scvngr.com/about