Get Free Shipping on orders over $79
Gamification : A Practical Guide for Librarians - Elizabeth McMunn-Tetangco

Gamification

A Practical Guide for Librarians

By: Elizabeth McMunn-Tetangco

eText | 16 February 2017 | Edition Number 1

At a Glance

eText


$117.00

or 4 interest-free payments of $29.25 with

 or 

Instant online reading in your Booktopia eTextbook Library *

Why choose an eTextbook?

Instant Access *

Purchase and read your book immediately

Read Aloud

Listen and follow along as Bookshelf reads to you

Study Tools

Built-in study tools like highlights and more

* eTextbooks are not downloadable to your eReader or an app and can be accessed via web browsers only. You must be connected to the internet and have no technical issues with your device or browser that could prevent the eTextbook from operating.
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.
on
Desktop
Tablet
Mobile

More in Automation of Library & Information Services

AI Hustle 2025 - Josue Belemniegre

eBOOK

$19.99