Reading and Gamification Apps
Libraries are now so much more than large book borrowing
depositories. In middle and secondary
schools the library is often being referred to as a media centre, to better
engage the current and newer generation of learners. Libraries now are emerging as technology hubs,
with computers, maker areas, and loaner devices, including tablets, Chrome
Books and e-readers. Libraries
everywhere are learning to engage their patrons on the digital level with apps
for their cell phones and tablets and web portals that allow users to access
the library and its services without ever setting foot in the actual
building. Where the library was once a
place of learning it is now also place to find and engage in entertainment,
with the wider offerings of video and music media, board games, card games and
video games. Yet despite all of these
changes to the modern library, many people do not even know these changes have
occurred and still see the library as a dying need in the technological
age. The irony is, that for many the
library is the only place they can utilize new technology as they may not have
the means to own or work with it in their own homes. So how to draw in the naysayers and patrons
blind to the reality of the new reality in libraries? Gamification is one possible answer, in an
age where people are enticed to learn more with the offer of a reward. The Merriam-Webster Dictionary defines
gamification as “the process of adding in games or game like elements to
something (such as a task) so as to encourage participation” (Merriam-Webster, 2010)
Gamification is being used in education, marketing, finance,
professional training and in many work place settings to incentivize employees.
(Spina, 2013)
But let us look at implementing this technology in a school library for grades
6 to 9, like the Calgary Arts Academy.
Growing up many people in the pre-internet library days participated in
summer reading programs that were incentivized in some way, from book marks and
pencils to a gift certificate for ice cream or a bundle of books. So for a modern reading program let us look
at digital gamification as the tool.
1.
What is the ultimate goal and is it repeatable?
2.
Can the game be integrated into current systems
such as the Sesame! Learning Portal?
3.
Should there be a separate app for students to
use for the game?
4.
Is the data easy to track and does it show
student progress and engagement accurately?
It could be argued a reading incentive program does not need
to be digitized, but by doing so it encourages not only reading but technology
literacy. (Bruder, 2015) Students often view their smartphones
as an extension of themselves and showing that a game can be used to learn and
as a tracking tool, helps to keep them engaged.
Gamifying a reading program is something that has been done
even before term gamification even existed.
Ultimately we want to use it as a way to encourage students to pick up
not just more books but to read more in general. While having the challenge it be repeatable
is important we want students to want to go through the process again. Ideally the game needs to be scalable and open
ended to allow for greater rewards and challenges. Integrating into the current Sesame!
Learning Portal is actually very easy with gamifying options already offered
for learning goals, or linking in outside tools like Habitica, a website that
allows you to “gamify life” that does reading challenges as well that students
can add to or enhance on their own. (Ellis, 2016) Both options are modular and easy to
implement and could even be used as technology learning project for web
classes. With both Sesame! and Habitca
we have the option for the students to use these items on their own personal
devices outside school hours, however in the interest of inclusivity for
students who do not have personal devices or may not have access to a computer
at home it is perhaps best to limit the ability to update and pursue the
reading program app outside of school hours until Calgary Arts Academy is able
to implement a loaner device program allowing all students 24/7 access. The question of tracking does come down to
cost. With using Sesame! to track
student progress with reading and points, we already have the tools. To do so with Habitca we would have to purchase
a customized plan that would allow for student body at large to participate. A digital gamification app for reading our
library collection, , outside library collections, comics, graphic novels and
personal collections, allows us to engage the student through the tools they
most want to use and come up with an scalable incentive structure that will
keep them coming back for more.
Bibliography
Bruder, P. (2015, March). GAME ON: Gamificiation in
the Classroom. Education digents, 80(7), 56-60. Retrieved June 10, 2017
Ellis, D. (2016, May 31). Gamify Your Reading Life
With Habitica. Retrieved June 10, 2017, from Book Riot:
http://bookriot.com/2016/05/31/gamify-reading-life-habitica/
Merriam-Webster. (2010). Merriam Webster
Dictionary Gamification. Retrieved June 10, 2017, from
https://www.merriam-webster.com/dictionary/gamification
Spina, C. (2013). GAMIFICATION: IS IT RIGHT FOR YOUR
LIBRARY? AALL Spectrum, 17(6), 7-25.
Excellent comments, Gamification is a great idea and I think an app that appealed to young people would be fantastic!
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