Another project joins the 23 Mobile Things family

23It is always a very special thing for me to learn about a new version of 23 Mobile Things. This week 7 Mobile Things (7 Mobiele Dingen) from the Netherlands joined the 23 family.

The new version adds academic libraries to the project and is primarily aimed at familiarizing the library staff at Universitaire Bibliotheken Leiden with using mobile devices to gather and process scholarly information. Selected themes are “Collecting and sharing”, “Privacy” and “Reference managers”. This makes 7 Mobile Things true to the 23 vision: to explore the potential of mobile tools to deliver library services.

We have proudly added the project to our list of 23 Mobile Things versions and I want to thank Universitaire Bibliotheken Leiden and Mieneke van der Salm for doing this wonderful job with the academic version in Dutch.

23 Mobile Things is now available in 14 different versions in 7 different languages with an estimated number of around 20.000 participants world wide.

Gamification and libraries: Tools and examples

Leaderboard_blog
Gamification can be a tool for libraries to engage and motivate the public to use the library – but like all other tools it is not a quick fix and must be used wisely.

In this article I share some tools and practical examples of how they have been used in libraries.

Storytelling:

Narratives are powerful. This is no secret to the library profession. The narrative element is also very important in games and is a way to engage people in the game.
Several gamification projects in libraries use this element. It is often combined with the game element Quest. A quest is the part of the story where you must solve some mysteries or puzzles to unlock more of the story.

Hidden Treasures:  A quest from Guldborgsund Public Library:

Guldborgsund Public Library invites local citizens and visitors of the city on interactive walks around the town as part of the project Hidden Treasures. Through their smart phone, ‘treasure hunters’ can have a new and different experience of the town and its history.

With the project Hidden Treasures Guldborgsund Public Library wants to meet people in the urban space in a fun and engaging way. The aim is to turn the local cultural and literary history into a vivid experience. Through a series of riddles and problems, the inquisitive-minded will hopefully see the town in a new light.

The interactive walks offer three different themes: a trip back to explorer and author Peter Freuchen’s Nykøbing Falster in the 1920s; an insight into the town when author Knud Romer grew up in the 1970s; and a contemporary tour with focus on local food from Falster.

Gamification elements used:

Narrative:
Each walk follows a narrative of a cultural person’s history and universe giving the participants knowledge about the city’s history and literary history as the walk and the story unfold.

Quest:
Each city walk is build up with a number of challenges you have to meet to move on in the walk and the story.

Progression:
There is a clear structure on the route of the walks and the game gives feedback on how people progress through the story.

Feedback:
The choices the players make trigger feedback from the game. “Great – The answer was correct. Continue towards the water tower to get the last question of your journey”

Leader boards:
Weekly leader boards at the library

Rewards:
People get a badge at the library when they finish the walk. All the walks end at the library.

Read more about Hidden Treasures at Tame The Web or visit the official site (in Danish)

Now for another example of a quest. This time from Singapore:

Quest of the Celestial Dragon:

Quest is a narrative written on the backside of beautifully illustrated collectible cards done in the same style as Japanese manga comics. The project’s vision is to make reading fun for kids through a game experience as opposed to forced reading like homework.

The cards are based on a story, titled Quest of the Celestial Dragon. It is a fantasy story where our protagonist, Ethan has the task to retrieve the eyes of a dragon statue and free the people of that world from evil doers who threaten to plunder them of their magic and culture. Already sounds exciting, right?

When you borrow books you get cards as a reward. When you collect all 60 cards you can read the whole story. The cards can also be used as trading cards since each card has points and power values. The project became a huge success since children encouraged each other to collect cards.

The NLB of Singapore also build upon Quest and arranged a writing competition and a drawing competition. Furthermore they had a dedicated website with extra downloads of drawings from the manga universe of Quest.

Thousands of children participated and millions of cards found the ways to the happy game players and readers making the project a huge success in engaging the children of Singapore to use the library.

Unfortunately the project is now off the web and it is hard to find a good link for further reading.

Gamification elements used:

Achievements:
Achievements reward the participants skills, luck or social interaction with other players. In Quest it rewards participation as you get cards each time you borrow a book, and the cards help you progress in the story.

Rewards:
The beautiful cards.

Progression:
Collect them all – get the whole story.

Narrative:
The story unfolds as a fantastic fantasy tale about good and evil and all other elements of a classic story and within a beautifully illustrated manga universe.

International Breakfast – At Aarhus Public Library DOKK1

“International Breakfast” is a service where foreign families are invited to eat breakfast together in the library, to have an experience with other newcomers and hopefully build a better network in the city.

Gamification was tested on the service as a method to create a greater desire among the participants to share knowledge, talk and have fun – together. There was a need to do this because the experience was that few participate did build new networks at the events.

Gamification elements used:

Competition:
Competition is a powerful gamification element. By participating in the game using skills or knowledge people can measure themselves against other teams or players.
In Aarhus the teams did compete on knowledge and it was made visual how well each team did with the Leader board of big soft LEGO bricks.

Cooperation:
Some challenges can only be solved (or be solved better) when you cooperate with other players. Teams cooperate to progress in the game or to beat other teams as in this case from Aarhus.
Cooperation was a powerful gamification tool to reach the goal of more social interaction between the participants in the international breakfast.

Feedback:
Visual feedback was used when each team got big LEGO bricks for each point to build a tower representing their status in the game.

What is in it for libraries?
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Gamification will appeal to people who like the game environments. Of course this is a very diverse group but since libraries often present themselves in a non-gamified way this approach can inspire and engage citizens that do not normally use the library.
Therefore it is important that both the game design is very good and also that the things that are gamified are relevant for the people experiencing the gamified library service and the library’s core tasks and mission.

The gamified library service is a story that wants to be told. It is often not aligned with the way media usually speaks about libraries, so it is a way to create a new narrative about our creative and inspiring libraries.

It is also a lot of fun. You will learn a lot and so will the rest of the staff at your library, and it is a way to actively support learning in the community in a fun and engaging way.

If you have a favorite example of a library gamification project please share it with me, and tell me more about your own projects for the updated version of this blog post. And remember: it is perfectly safe to try this at home. Have fun!

My slides from a presentation in Madrid, Spain: 15th December 2015 for: VIII Jornada Profesional de la Red De Bibliotecas del Instituto Cervantes: «Gamificación: el arte de aplicar el juego en la biblioteca»

 

If the library was a music genre…

bossa

I am inspired by this Bossa Nova song from the wonderful people at The Royal Library of Denmark – The Faculty Library of Social Sciences

In fact I am inspired by most things they do… Their LEGO stop motion movies and music would still be cool even if did not have the underlying message to the students that the library is there to make them information ninjas.

Listen – enjoy the Bossa and share it with your favorite library lovers…

And if you are so inclined – and can stand a little library industrial – re-listen  my avantgarde song – Go to the library :)

Credits for Go to the library
Written, produced, mixed, all instruments and vocals: Jan Holmquist

Lost in your time (at the library) is probably the first bossa nova library song in the world. Made by Los Bossa Bibliotheca and publiched by Go To The Library Records / Faculty Library of Social Sciences

Credits – for Lost in your time (at the library):
Guitar – Jens Stein Jørgensen
Vocals – Simon Roland Pedersen
Percussion – Rasmus Rindom Riis
Double bass – Ida Duelund Hansen
Lyrics – Anders Bonatto Fisker
Producer, mixer and sound wizard – Mads Korsgaard
Bossa boss and executive producer – Christian Lauersen
Head groupie – Stine Agerbæk
Layout – Rasmus Rindom Riise

What to expect at Internet Librarian International #ili2015

ILI15_bannerI am proud to be Co-Chair of this years Internet Librarian International conference and I am looking very much forward to the conference. I am very satisfied with this years program. Besides very interesting keynotes and great speakers – the conference offers a good vibe and lots of network opportunities with inspiring librarians from all over the world – I hope to meet you there.

I am moderating a number of very interesting sessions on demonstrating value, dynamic disruption, how to use video to engage and the proactive library.

Here is the program for the conference

Here is my program as a moderator

Ignite – Next Library: From global inspiration to local action

At #nextlibrary2015 I did an Ignite talk about global librarianship. I shared the vision that in a world where countries compete on knowledge to get knowledge jobs – life long learning is valuable. Therefore libraries are more important than ever.
We need to know how people learn, unlearn and relearn – and we need to have our own agenda about how we learn on a global level so we can be one step ahead as information professionals – and be even better to support the learning of our communities.

By being inspired globally we learn different answers to the challenges we all face as libraries – and we can translate our inspiration into acting locally in our communities – to make our communities smarter.

The examples I shared was Buy India a Library where four information professionals (Including yours truly) set up a crowdfunding project to build a library attached to a school in Mysore, India. More than 100 wonderfully generous people from all over the globe supported our effort – so though we (at that time) we enabled people to fund a brand new library.

23 Mobile Things took the inspiration from the original 23 Things project and transformed it into a learning program for information professionals with the scope to explore the potential of mobile tools for delivering library services. It was a local project for the staff at Guldborgsund Public Library and we then turned it into a global learning project in cooperation with State Library of New South Wales (with my wonderful colleagues Mylee Joseph and Kathryn Barwick). Today there are several English language versions in USA, Australia / New Zealand, Singapore and the Philippines and versions in German, French, Russian, Norwegian and Danish.
At Guldborgsund Public Library we have just launched a version of the program with 16 Mobile Things for the public (in cooperation with Kalundborg Public Library) (New blog post coming up soon!)

Thank you for feedback to everyone at Next Library – and thank you to all the people I connected and learned with and who shared your time and knowledge with me.

The Ignite presentation format is very challenging. 5 minutes – 20 slides advancing automatically after 15 seconds.

How libraries change lives

IMG_3162The new digital publication about how libraries change lives in the European Union is fascinating. Members of parliament and library users tell their stories about the power of libraries – and there is video footage of amazing libraries all over Europe.
The publication focuses on 3 policy areas: Digital inclusion, Lifelong learning and social inclusion. This is not the whole picture – but in just these 3 areas Europe’s more than 65000 public libraries change lives every day.

A surprisingly high number of 18 % of citizens in the EU have never used the internet. Libraries provide free access to the internet for 13,9 million citizens every year and skilled librarians offer guidance that empower people to be digital citizens and understand privacy issues.

Libraries actively support lifelong learning and offer people access to cutting edge technology and digital skills. Thereby they enable people to participate in the knowledge economy. 24 million adults take part in non-formal learning activities at their public library every year making libraries absolutely essential strategic learning institutions that make their communities smarter.

More than 10 % of the population in the EU is unemployed but 250000 people find jobs using libraries internet services every year. Libraries offer cultural, educational and informational activities necessary for personal and group development. They create social cohesion through a sharing culture.

I am proud to have my library featured in this publication by telling Theona Florins powerful story about how my library helped her improve her language skills and how she is using the library to find interesting stories to read to her son that can help him learn Danish and have the same opportunities as other Danish children.

Dive into more powerful stories about how libraries change lives.

The PL2020 tour is proudly supported and partly developed by The Library Avengers

A short introduction to International Librarians Network

BatJan
I talk a lot about Global Librarianship because I think it is a very useful model to make things happen in our communities. My definition is that Global Librarianship is when you are inspired by global projects from both within the library world and from other fields and you translate that inspiration into making a difference in the community your library serves.

One of the many ways to get started with a more global view on the profession is to join the International Librarians Network – The biggest peer mentoring program in our field. I am a big fan of the program – and the new short promo video is wonderful ! So use a minute of your life to see if the program can be of interest to you.

Connect and learn with library professionals from another country.

Visit ILN website to learn more.

World wide thoughts of a Danish librarian

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