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題名:建構有意義的遊戲化圖書館服務
書刊名:圖書館學與資訊科學
作者:葉乃靜 引用關係
作者(外文):Yeh, Nei-ching
出版日期:2014
卷期:40:2
頁次:頁67-76
主題關鍵詞:遊戲化圖書館服務資訊素養遊玩沈浸GamificationLibrary serviceInformation literacyPlayEngagement
原始連結:連回原系統網址new window
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  • 被引用次數被引用次數:期刊(1) 博士論文(0) 專書(0) 專書論文(0)
  • 排除自我引用排除自我引用:1
  • 共同引用共同引用:0
  • 點閱點閱:72
近幾年,遊戲化(gamification)概念非常盛行,甚至被視為是接下來在各領域,例如行銷、教育和服務等,會被採用的重要理念,圖書館的服務也不例外。基於此,本文試圖在圖書資訊學領域中,說明此概念的定義、重要的元素、國外圖書館服務與資訊素養課程應用的案例,並主張為避免遊戲化變成單純的娛樂,以及真正透過遊戲化誘發內部動機,遊戲化應以使用者為中心,建置符合使用者情境脈絡的平臺或應用程式,才能讓使用者在遊玩沈浸的過程中,學習體會事物。
Games entice hundreds of millions of people across the globe to spend countless hours and dollars performing. Therefore, gamification is becoming popular in recent years. Gamification is not just a hot topic in libraries or higher education. It is a much bigger society-wide trend. The elements of gamification, such as scoring system, points, budges, challenges, et al., are applied in game-based learning systems, such as SCVNGR, Lemontree. It hopes to help players explore various facets of experience and engage in learning with more pleasure, fun and motivation. However, gamification is far from the panacea, we need to know its potential and limitation. This paper introduces the concept of meaningful gamification through a user-centered exploration and situated motivational design. Game-based learning has gained considerable traction.
期刊論文
1.Antin, J.(2012)。Gamification is not a dirty word. In forum: Gamification: Designing for motivation。Interactions,19(4),14-17。  new window
2.Danforth, L.(2011)。Gamification and libraries。Library Journal,136(3),84。  new window
3.Deci, E.、Koestner, R.、Ryan, R.(2001)。Extrinsic rewards and intrinsic motivations in education: Reconsidered once again。Review of Educational Research,71(1),1-27。  new window
4.Deterding, S.(2012)。Gamification: Designing for motivation。Interactions,19(4),14-17。  new window
5.Jensen, M.(2012)。Engaging the learner: Gamification strives to keep the users interest。T+D,66(1),40-44。  new window
6.Kapp, K. M.(2012)。Games, gamification, and the quest for learner engagement。T+D,66(6),64-68。  new window
7.Kim, B.(2012)。Harnessing the power of game dynamics: Why, how to, and how not to gamify the library experience。College and Research Libraries News,73(8),465-469。  new window
8.Mallon, M.(2013)。Gaming and gamification part。Public Services Quarterly,9(4),300-309。  new window
9.Prince, J. D.(2013)。Gamification。Journal of Electronic Resources in Medical Libraries,10(3),162-169。  new window
10.Spina, C.(2013)。Gamification: Is it right for your library? The rewards, risks, and implications of gamification。AALL Spectrum,17(6),7-10。  new window
11.Swan, C.(2012)。Gamification: A new way to shape behavior。Communication World,29(3),13-14。  new window
會議論文
1.Deterding, S.、Dixon, D.、Khaled, R.、Nacke, L. E.(2011)。Gamification: Toward a definition。CHI 2011 Gamification Workshop,(會議日期: 2011/05/07-12)。  new window
2.Deterding, S.(2011)。Situated motivational affordances of game elements: A conceptual model。CHI 2011 Gamification Workshop。Vancouver, BC。  new window
3.Hamari, J.、Koivisto, J.、Sarsa, H.(2014)。Does gamification work?: A literature review of empirical studies on gamification。The 47th Annual Hawaii International Conference on System Sciences,(會議日期: 2014/01/06-01/09)。IEEE。  new window
圖書
1.Zichermann, Gabe、Cunningham, Christopher(2011)。Gamification by design: Implementing game mechanics in web and mobile apps。O'Reilly Media。  new window
2.井上明人、連宜萍(2013)。從思考、設計到行銷,都要玩遊戲!:Gamification遊戲化的時代。時報文化出版企業股份有限公司。  延伸查詢new window
3.Johnson, L.、Adams, S.、Cummins, M.(2012)。Horizon report: 2012 higher education edition。Austin, Texas:The New Media Consortium。  new window
4.McGonigal, J.(2011)。Reality is broken: Why games make us better and how they can change the world。Penguin Press。  new window
5.Strangman, Nicole、Rappolt, Gabrielle、Meyer, Anne、Rose, David H.(2002)。Teaching Every Student in the Digital Age: Universal Design for Learning。Alexandria, Va:Association for Supervision and Curriculum Development。  new window
6.Deci, Edward L.、Ryan, Richard M.(2002)。Handbook of self-determination research。University of Rochester Press。  new window
其他
1.Young, M.(2013)。Gamifying library orientation at the University of California, San Diego,http://libraryconnect.elsevier.com/articles/supporting-users-organizations/2013-08/gamifying-library-orientation-university-california#sthash.paXUFu0P.dpuf。  new window
2.Harlequin(2011)。遊戲化並不是你想像的那樣,http://www.inside.com.tw/2011/01/23/nature-of-gamification, 2014/07/14。  new window
3.Burke, A.(2012)。Demystifying the library with game-based mobile learning,http://acrl.ala.org/techconnect/?p=1418, 2014/07/25。  new window
圖書論文
1.Nicholson, S.(2012)。A user-centered theoretical framework for meaningful gamification。Games+Learning+Society 8.0。Madison, WI。  new window
 
 
 
 
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