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In this article, Raymond Pun, an academic librarian, shares his experiences in collaborating with Stan Bogdanov, an instructional designer, to promote gamification programs in libraries. The two professionals, from different institutions in different parts of the world, have presented on their gamification projects and programs in conferences, jointly and independently. The article shares their thoughts on employing gamification in libraries by highlighting key examples from their experiences and describing how readers can apply gamification aspects to their own projects.
Two Paths Converged
How did two professionals from two different countries collaborate on projects relating to gamification? It all started in January 2015 at a conference in New York. Raymond Pun, a former librarian at New York University (NYU) Shanghai (now an academic librarian at California State University-Fresno), attended a session led by Stanislav "Stan" Bogdanov from Adelphi University on gamified library apps.
After his session, Pun approached Bogdanov to discuss some of his own gamification projects that were low-tech. From that meeting on, they continued the conversation online via Skype. Despite not working in the same institution, they were able to collaborate in giving two joint presentations on gamification and learning at the 2015 Internet Librarian conference in Monterey, Calif.
Why Gamify?
For starters, let me make sure we are all on the same page about the meaning of the term "gamification." You have probably concluded that gamification has something to do with games. That's partially correct. Gamification actually best describes certain learning models that use gaming elements. These include mobile apps, online tutorials, and hands-on activities. There are many types of game-based learning programs. Such gamifications can be interactive, fun, and focused on learning. It can be costly and difficult to create them, but it can also be well worth the investment of your time and other resources.
So, why should you consider creating a gamification program in your library? Because it will vastly improve the results of your training initiatives by helping you achieve these three fundamental goals:
1. To make library instruction or services more fun and engaging
2. To drive participation or awareness
3. To increase attention and interest by improving the user experience
Don't underestimate the effect that gamification-enhanced experiences can have on your institution's overall image by helping...





