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Gamification

A Practical Guide for Librarians

von McMunn-Tetangco, Elizabeth   (Autor)

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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Produktbeschreibung

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. 

Inhaltsverzeichnis

Preface
Acknowledgments

Chapter 1. Why Games?
Chapter 2. Personalization
Chapter 3. Setting Goals and Objectives
Chapter 4. Designing Your Project
Chapter 5. Identifying Partners and Making a Case
Chapter 6. Types of Games
Chapter 7. Using Games in Instruction
Chapter 8. Game Accessibility
Chapter 9. Games Assessment
Chapter 10. Themes and Predictions

Index
About the Author 

Autoreninfo

By Elizabeth McMunn-Tetangco 

Mehr vom Verlag:

Bloomsbury eBooks US

Mehr aus der Reihe:

The Guilford Press

Mehr vom Autor:

McMunn-Tetangco, Elizabeth

Produktdetails

Medium: eBook
Format: EPUB
Kopierschutz: ADOBE DRM
Seiten: 148
Sprache: Englisch
Erschienen: Februar 2017
ISBN-10: 1442279141
ISBN-13: 9781442279148
Verlagsbestell-Nr.: 9781442279148

Bestell-Nr.: 19425852 
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Bestell-Nr. Verlag: 9781442279148

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Rohertrag: 9,60 €
Porto: 1,84 €
Deckungsbeitrag: 7,76 €

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Einband: EPUB
Sprache: Englisch
Beilage(n): Ebook (Epub & Mobi)

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