Eureka, ice cream and Librarygame: Student driven innovation and gamification at the University of...

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Nick Campbell - Academic Engagement Librarian Ciaran Talbot - Library Systems Manager # ncollab14 Eureka, ice cream and Librarygame: Student driven innovation and gamification at the University of Manchester Library

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The story of the Eureka! Library Innovation Challenge and Librarygame projects. Nick Campbell (Academic Engagement Librarian) and Ciaran Talbot (Library Systems Manager), The University of Manchester Library

Transcript of Eureka, ice cream and Librarygame: Student driven innovation and gamification at the University of...

Page 1: Eureka, ice cream and Librarygame: Student driven innovation and gamification at the University of Manchester Library

Nick Campbell - Academic Engagement LibrarianCiaran Talbot - Library Systems Manager

#ncollab14

Eureka, ice cream and Librarygame:Student driven innovation and gamification at the University of Manchester Library

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Outline

• Context – University and Library strategy

• Innovation Group

• Eureka Project– Text book rescue, well being campaign

– Quick –wins

• Librarygame Project

• What makes innovation successful?

• Embed Strategy

• Culture change

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Mission and vision of the University

‘By 2020, The University of Manchester will be one of the top 25 research universities in the world’

Goals:

• World class research

• Outstanding student experience

• Social responsibility

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Innovation & Links to Strategy Opportunities not threats

“At Manchester we've taken a strategic and bold approach and

encouraged the library to be part of the university's decision-making discussions as well as being very vocal in what we can do to help achieve university goals”

“Library Futures: The University of Manchester Library”

The Guardian, Wednesday 7 August 2013

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Innovation Group• Platform for new ideas

• Champions innovative projects

• Dual staff/student focus

• All levels and departments

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Eureka!

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Eureka!

“The Eureka competition is a fantastic opportunity for students to present their creative ideas to improve what is already an excellent resource. I look forward to seeing some truly innovative

ideas from some of the best minds here at the University.”

Sir Konstantin Sergeevich "Kostya" NovoselovWinner of the Nobel Prize for Physics 2010

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Eureka!

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Eureka winner 2013

• Jade Brodie – study space availability

• Partnered with Telepen

• Branded ‘Book a space’

• Launching in Autumn 2014

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Book a space

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Eureka Winner 2014

• Jack Green – delivering books to students

• ‘Click and collect’

• Amazon lockers for collection

• www.manchester.ac.uk/library/eureka

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Themes emerging from Eureka!

• - PC/desk availability

• - finding a book

• - sharing reviews

• - student well being

• - storage – lockers and books

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EUREKA! Quick-Wins

• Textbook Rescue• Living plant project• Book trolleys

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EUREKA!

• Textbook Rescue

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Other Eureka-led initiative – Well Being

• Tai-Chi classes• Relaxation techniques• Bowen therapy• Linked to our Learning programme – study skills

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Benefits of Eureka

• Student skills

• Impact – Library profile

• Changing student perception of Library

• New partnerships with suppliers and business figures -mentoring

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The Librarygame Project

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In the beginning

• Innovation Group – “Can we reward loyalty?”

• Eureka! 2013 ideas

– The library app

– Reviewing, rating and comments

– Gamification

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Fruits from a Lemontree

• Lemontree at the University of Huddersfield

• Created by Running In The Halls

• Brainstorm session with students, staff and RITH

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Joint project with University of Manchester Library

Running In The Halls

The Librarygame Project

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Joint project with University of Manchester LibraryThe Librarygame Project aims

• Manage the implementation of Librarygame for launch 2014/15 academic session– Desktop version

– Mobile app

• To evaluate the effectiveness of Librarygame – measure its impact as a tool to encourage students to become

active users of the Library

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The Librarygame Project

June 2013 July August September October November

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The Librarygame Project

June 2013 July August September October November

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The Librarygame Project

December January 2014 February March April May June

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Librarygame?

• Points and badges for– Entering a library

– Borrowing an item

– Accessing an e-resource

– Reviewing

– Rating

– Recommending

• All of this can be shared!

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Librarygame?

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Now for the science bit

• Gamification - what does the research tell us?

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Library Data Impact Project

Library Data Impact Project - https://library3.hud.ac.uk/blogs/lidp/

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Critical success factor

• Engage with stakeholders (students!) through the project

• Launching with ‘Manchester Welcome 2014’

• Evaluation of the effectiveness of Librarygame

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Glasgow focus groups

• 1st year undergraduates

• 3rd/4th year library users

• 3rd/4th year non-library users

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Manchester focus groups

• It’s all in the name

• Librarygame

• Positive towards sharing

• Careful about privacy

• Librarygame• BookedIn

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Testing and feedback

• “I can see the library that I've been to--amazing!”

“It would be entertaining and competitive if this can be linked with coursemates who are doing the same degree.”

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What next?

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What next?

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What makes innovation successful?

• Making your ideas a reality

• Link to strategy

• Taking staff with you

• Embedding innovation within culture

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Innovation and Culture Change

• More risk taking

• Encouraging creativity

• Don’t be afraid to fail

• More questioning culture

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Summary…

• Importance of customer engagement

• Embed innovation within culture

• Involve all staff

• Partnerships are key to success

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Thanks!

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Questions?

Ciaran Talbot – Library Systems Manager

[email protected]

@ciaran_talbot

Nick Campbell - Academic Engagement Librarian

[email protected]

@mplssnc

#ncollab14