Library Media Specialist Jaime Escalante Middle School
In this session educators will learn about the process of gamification, which uses game mechanics, elements, and principles and applies them to non-game contexts to engage users better. Gamification can be used in many different contexts. Businesses, schools and libraries often apply gamification to employee training, recruitment, evaluation, and organizational productivity. It takes ordinary activities such as professional development, training, weeding, shelving, badging, learning educational technology tools, inventory and more and makes it fun, competitive and engaging. Takeaways will be apps to use with staff and students, badge templates to be modified for whatever training you use to gamify and examples of when and where to use gamification in professional development and with student helpers.
Learning Objectives:
Upon completion, participant will be able to adequately define what gamification is and how they can adapt it to their own library situation.
Upon completion, participants will be able to take the concept of gamification and apply it to professional development opportunities for staff, teachers, admin and other educators.
Upon completion, participants will be able to take gamification and use it to support, inspire and excite their student workers in the library, both aides and volunteers.