Gamification

A Practical Guide for Librarians


Cover of the book Gamification by Elizabeth McMunn-Tetangco, Rowman & Littlefield Publishers
View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart
Author: Elizabeth McMunn-Tetangco ISBN: 9781442279148
Publisher: Rowman & Littlefield Publishers Publication: February 16, 2017
Imprint: Rowman & Littlefield Publishers Language: English
Author: Elizabeth McMunn-Tetangco
ISBN: 9781442279148
Publisher: Rowman & Littlefield Publishers
Publication: February 16, 2017
Imprint: Rowman & Littlefield Publishers
Language: English

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.

View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart

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.

More books from Rowman & Littlefield Publishers

Cover of the book Programming for People with Special Needs by Elizabeth McMunn-Tetangco
Cover of the book A New Look at Black Families by Elizabeth McMunn-Tetangco
Cover of the book The Brains Behind Great Ad Campaigns by Elizabeth McMunn-Tetangco
Cover of the book Pilgrimages/Peregrinajes by Elizabeth McMunn-Tetangco
Cover of the book Magical Management in the Classroom by Elizabeth McMunn-Tetangco
Cover of the book Henry Hathaway by Elizabeth McMunn-Tetangco
Cover of the book Questions for Christians by Elizabeth McMunn-Tetangco
Cover of the book Privacy Rights by Elizabeth McMunn-Tetangco
Cover of the book Adolescent Literature as a Complement to the Content Areas by Elizabeth McMunn-Tetangco
Cover of the book Remembering the Darkness by Elizabeth McMunn-Tetangco
Cover of the book America's National Park System by Elizabeth McMunn-Tetangco
Cover of the book Historical Dictionary of African American Theater by Elizabeth McMunn-Tetangco
Cover of the book Cuba Libre by Elizabeth McMunn-Tetangco
Cover of the book Operas in German by Elizabeth McMunn-Tetangco
Cover of the book Fear in Front of the Screen by Elizabeth McMunn-Tetangco
We use our own "cookies" and third party cookies to improve services and to see statistical information. By using this website, you agree to our Privacy Policy