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.

Comments

  1. Excellent comments, Gamification is a great idea and I think an app that appealed to young people would be fantastic!

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