Games can seem to do the impossible: reach patrons and drive
traffic to projects and services. But how can libraries use
gamification and game elements to improve instruction and outreach,
or to encourage the use of particular areas and services? In this
guide, readers will learn about how to structure game activities in
order to best reach their patrons. Chapters devoted to topics such
as personalization, goal setting, working with partners, games in
instruction, and assessment illustrate some of the many ways games
can have an impact in libraries. Everything in this book is
presented from a practical point of view - email templates,
real-life examples, and scenarios are included. Games have a lot of
potential for use in many different library services, and this book
will help you decide how they might work best for you. From the
first seeds of a project's beginning to its eventual maturation,
this book will help you develop, implement, and evaluate game-style
projects at your library.
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