Books > Reference & Interdisciplinary > Library & information sciences > Library & information services
|
Buy Now
Understanding Gamification (Paperback)
Loot Price: R1,310
Discovery Miles 13 100
|
|
Understanding Gamification (Paperback)
Series: Library Technology Reports
Expected to ship within 10 - 15 working days
|
Though gamification is not new, the rapid adoption of smartphones
and the growing mobile web and app universe has made it ubiquitous,
social, and seamlessly woven into reality in ways we couldn't have
imagined even ten years ago. And it's extremely popular.
Gamification, when done right, will engage your library's users,
and better yet, help them learn. In this issue of Library
Technology Reports, Kim will clarify your understanding of
gamification with a range of examples from social causes,
education, and libraries. She points out the gaming elements of
apps you may have used, like Foursquare or Waze, and explores game
mechanics, dynamics and aesthetics. This Report also covers such
topics as: What distinguishes gamification from related concepts
such as games, toys, and playful design How the Canton Public
Library used a Drupal website and a "User Badge" module for its
summer reading program North Carolina State University's mobile
scavenger hunt Portland State University's digital badge program
certifying critical thinking skills 7 types of knowledge and
associated gamification elements Navigating the debate over
external rewards and intrinsic motivation What makes the Bottle
Bank Arcade Game effective in promoting recycling
General
Is the information for this product incomplete, wrong or inappropriate?
Let us know about it.
Does this product have an incorrect or missing image?
Send us a new image.
Is this product missing categories?
Add more categories.
Review This Product
No reviews yet - be the first to create one!
|
|
Email address subscribed successfully.
A activation email has been sent to you.
Please click the link in that email to activate your subscription.