Gamifying Information

Gamifying Information

What is a game? What is fun? We ask these questions together as we explore ways to share Information as simple engaging fun game-inspired packages. Using the books Everyone Plays at the Library by S. Nicholson c. 2010 and The Gamification of Learning and Instruction by K. Kapp c. 2012 - which you are welcome to buy on your own or can use the SJSU Library's digital copy - as our initial guides, together with a variety of articles that touch upon game play and information science, we will play, assess, and create simple games that teach or reinforce the skills and concepts within the field of Information Science. You are asked to bring to this course your own interest in the field of Information Science, perhaps from a favored iSchool course or from on the job experience in the field of Information Science; you can choose any IS topic of interest to you. Topics gamifyed by students in previous sessions have included literacy, research skills, accessing library's resources, outreach programs, readers' advisory, archive administration, finding aids, preservation practices, medical records administration and copyright. As a class we will explore user populations, both mainstream clientele or groups marginalized by language, abilities, interests, or economics; we will consider information environments such as libraries or schools or archives or businesses or government; and we will devise strategies for bringing players to our games. In our 15 weeks together you can anticipate spending about 1/3 of your time creating simple games, 1/3 of your time creating targeted assessments tools, and 1/3 of your time exploring the theoretical constructs of the gamifying as well as interacting with your classmates. Students who have taken this course in the past have let me know that it takes a lot of time to stay current each week and also that it is very rewarding with many of the concepts of the course immediately applicable at work and at home.

Class Name Gamifying Information
Host School San Jose State University
Class Identifier INFO 287
Credit Value 3 Credit Hours
Faculty Dr. Debbie Weissmann
Course Tool (Online) Other
Class Description What is a game? What is fun? We ask these questions together as we explore ways to share Information as simple engaging fun game-inspired packages. Using the books Everyone Plays at the Library by S. Nicholson c. 2010 and The Gamification of Learning and Instruction by K. Kapp c. 2012 - which you are welcome to buy on your own or can use the SJSU Library's digital copy - as our initial guides, together with a variety of articles that touch upon game play and information science, we will play, assess, and create simple games that teach or reinforce the skills and concepts within the field of Information Science. You are asked to bring to this course your own interest in the field of Information Science, perhaps from a favored iSchool course or from on the job experience in the field of Information Science; you can choose any IS topic of interest to you. Topics gamifyed by students in previous sessions have included literacy, research skills, accessing library's resources, outreach programs, readers' advisory, archive administration, finding aids, preservation practices, medical records administration and copyright. As a class we will explore user populations, both mainstream clientele or groups marginalized by language, abilities, interests, or economics; we will consider information environments such as libraries or schools or archives or businesses or government; and we will devise strategies for bringing players to our games. In our 15 weeks together you can anticipate spending about 1/3 of your time creating simple games, 1/3 of your time creating targeted assessments tools, and 1/3 of your time exploring the theoretical constructs of the gamifying as well as interacting with your classmates. Students who have taken this course in the past have let me know that it takes a lot of time to stay current each week and also that it is very rewarding with many of the concepts of the course immediately applicable at work and at home.
Class Disclaimer Students must meet the school's home computing and technology literacy prerequisites. See http://ischool.sjsu.edu/current-students/technology-support/home-computing-environment
Delivery Asynchronous
Start and End Date January 26th, 2017 - May 16th, 2017
Start and End Time
(if synchronous)
Days of Week
(of class meetings, if synchronous)
Last Add Day January 12th, 2017
Residency Start and End Date No Residency
Syllabus Download Syllabus