Librarygame Evaluating gamification as a means of increasing customer engagement
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Transcript of Librarygame Evaluating gamification as a means of increasing customer engagement
LibrarygameEvaluating gamification as a means of increasing customer engagement
Dr Kay MunroCollege LibrarianUniversity of Glasgow
Ciaran TalbotLibrary SystemsUniversity of Manchester
The University of Manchester
The University of Glasgow
Phillip Capper: http://www.flickr.com/people/42033648@N00
Librarygame
• Librarygame?• Why we’re interested• Project so far• What next
Librarygame
Joint project with University of Manchester Library
Running In The Hallsworking with software developers - Running in the Halls
Librarygame means points, badges and awards!
The Librarygame software aims to provide a user interface that gives students a more social, enjoyable, motivating, and engaging experiencing.
Users will get points, badges and awards for entering the library, borrowing and returning books and using e-resources as well as additional social learning rewards, such as leaving reviews on items borrowed.
what is gamification?
It’s about adding elements of games to non-game activities & situations
• points • badges, achievements, rewards • challenges, leaderboards, competition
Makes the task more fun and more social because youcan share all this information with friends & classmates
Gamification programs can lead to the increase in the use of a service andchange behaviour (Zichermann & Cunningham, 2011).
Gamification in the library sector specifically, suggests that if users have a positive and meaningful game-based experience that is closely connected tothe underlying non-game setting (the library) then it will result in longer-term & deeper engagement between participants, non-game activities & supporting organizations (Nicholson, 2012).
why gamification – what does the research tell us?
why are we interested?
Data from the JISC funded Library Impact Data Project at the University of Huddersfield seems to have established a correlation between library usage and student attainment.
Data captured from our LMS shows that there are a small, but significant number of students, who appear to have no / very little engagement with the Library.
Our aim for Librarygame is to use as a tool to encourage new students to become (and remain) actively engaged with the Library.
We also wish to investigate the potential of Librarygame or particular elements of Librarygame as a tool for existing students.
why are we interested?
• Feedback from Eureka! Student Innovation Challenge
• Providing a sharing platform, tapping into the ‘Learning Black Market’
• Serendipitous resource discovery and increased breadth of reading
project aims
To manage the implementation of Librarygame as a full service, including desktop and mobile versions, at the University of Glasgow Library (and Manchester!) from 2014/15 academic session.
To evaluate the effectiveness of Librarygame - to measure its impact as a tool to encourage students to become active users of the Library by engaging them in the activities we know are linked to academic achievement.
project aims
Critical Success Factors
• Effective engagement with stakeholders to ensure the project meets the needs of all key stakeholders.
• The key success factor will be the full implementation of Librarygame as a service (both desktop and mobile versions) from the beginning of the 2014-15 academic session
• To evaluate the effectiveness of Librarygame software
from wireframes to product: getting initial user feedback
In October 2013 we ran focus groups to get feedback on the concept & on specifics of look, feel and terminology used in the product. Three focus groups of UG students from three distinct groups:
1. Level 1 students (Freshers)2. Level 3/4 students who use Library regularly3. Level 3/4 students who don’t use the Library
regularly
initial feedback – what did we learn?
Freshers loved it! Loved the conceptLoved the lookUnderstood the terminologyLoved the challenges & badgesWould use it
Levels 3 / 4 students
Not quite so enthusiasticNot so sure about the badges & pointsLiked & would use the sharing elements
: Book Review / Rating etc.
initial feedback – what did we learn?
• It’s all in the name• Librarygame• Positive towards sharing• Careful about privacy
• Librarygame• BookedIn
getting started with Librarygame
signing up
privacy settings
what does Librarygame track?
bookshelf
Librarytree also provides a visual record of the items you borrow / view – this is a screenshot of my bookshelf
rewards - reviewing, rating and recommending
challenges & badges
test, test & test again
Since the software was installed on our servers and linked to our systems we have run two tests to check stability & reliability of the services & run one focus group with gaming students
The two tests highlighted issues with platform stability and re-current errors which had to be addressed before being able to launch the beta version to our whole user community
next steps?
• beta version now live & we are beginning to gather information and feedback from real students about the service
• e-resource integration using RAPTOR data – summer 2014
• launch of the mobile app – summer 2014
• launch a full service in Sept 2014…
Manchester student feedback
“Found the article I was looking for, downloaded it, went back to see the result on BookedIn but nothing shows.”
• “I can see the library that I've been to--amazing!”
how does it work?
Integration server
Librarygame server
Access control system
Library Management System
Shibboleth/EZProxy server
PollingRecent events for user Y?
User Y entered Library
Recent events for user Y?
Y checked out ‘Perl for Dummies’
Recent events for user Y?Y accessed a Dawson ebook
API
the e-resource capture challenge
If you use EZProxy/Shibboleth:
E-resource provider
Shibboleth authenticationLibrarygame server
the e-resource capture challenge
But if you don’t…:
E-resource provider
User IP 130.88.123.456
University of Manchester IP range = 130.88.xx.xx
Therefore no authentication required
Librarygame server
?
Launch a full service in Sept 2014
• Main focus on new 1st year undergraduates
• Marketing campaign during freshers week to recruit
• Marketing campaign aimed at continuing students with a focus on specific features of the service.
launch & evaluation of service
let the World know?
decision by committee
decision by committee
Monitor the use of Librarygame and evaluate the impact of Librarygame on user behaviour
• Work to a set of agreed measurements with the University of Manchester Library & RiTH
• Collect regular data from Librarygame and from our LMS and other available datasets to compare Libarygame users and non-users
• Gather regular user opinion
launch & evaluation of service
launch & evaluation of service
?
Lingering gold
Thanks
Kay MunroUniversity of Glasgow [email protected]@kayjmunro
Ciaran TalbotUniversity of [email protected]@ciaran_talbot