FREE delivery to all EXCLUSIVE BOOKS stores nationwide. FREE delivery to your door on all orders over R450. Excludes all international deliveries.

Understanding Gamification

Bohyun Kim
    Product form
      FORMAT: Paperback / softback

      R 1,266.00 Price and availability exclusive to website

      YOU COULD EARN 1,266 FUTURE RETAIL DISCOUNTS.
      ESTIMATED DELIVERY: Approx. 20 - 30 Business Days
      BUY NOW PAY LATER
      From R 211.00 per month!
      3x monthly payments of R 422.00 with
      4x fortnightly payments of R 316.50 with
      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 designHow the Canton Public Library used a Drupal website and a “User Badge” module for its summer reading programNorth Carolina State University’s mobile scavenger huntPortland State University’s digital badge program certifying critical thinking skills7 types of knowledge and associated gamification elementsNavigating the debate over external rewards and intrinsic motivationWhat makes the Bottle Bank Arcade Game effective in promoting recycling
      Format: CONTRIBUTORS: Bohyun Kim EAN: 9780838959534 COUNTRY: United States PAGES: WEIGHT: 0 g HEIGHT: 279 cm
      PUBLISHED BY: American Library Association DATE PUBLISHED: 2015-02-18 CITY: GENRE: EDUCATION / Administration / General, GAMES & ACTIVITIES / Reference, LANGUAGE ARTS & DISCIPLINES / Library & Information Science / General WIDTH: 216 cm SPINE:

      Book Themes:

      Library and information services

      Customer Reviews

      Be the first to write a review
      0%
      (0)
      0%
      (0)
      0%
      (0)
      0%
      (0)
      0%
      (0)
      Bohyun Kim is associate director for Library Applications and Knowledge Systems at the University of Maryland, Baltimore, Health Sciences and Human Services Library, USA. She is the author of The Library Mobile Experience: Practices and User Expectations, a previous issue of Library Technology Reports, and editor of the ACRL TechConnect blog.
      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 designHow the Canton Public Library used a Drupal website and a “User Badge” module for its summer reading programNorth Carolina State University’s mobile scavenger huntPortland State University’s digital badge program certifying critical thinking skills7 types of knowledge and associated gamification elementsNavigating the debate over external rewards and intrinsic motivationWhat makes the Bottle Bank Arcade Game effective in promoting recycling
      Format: CONTRIBUTORS: Bohyun Kim EAN: 9780838959534 COUNTRY: United States PAGES: WEIGHT: 0 g HEIGHT: 279 cm
      PUBLISHED BY: American Library Association DATE PUBLISHED: 2015-02-18 CITY: GENRE: EDUCATION / Administration / General, GAMES & ACTIVITIES / Reference, LANGUAGE ARTS & DISCIPLINES / Library & Information Science / General WIDTH: 216 cm SPINE:

      Book Themes:

      Library and information services

      Customer Reviews

      Be the first to write a review
      0%
      (0)
      0%
      (0)
      0%
      (0)
      0%
      (0)
      0%
      (0)
      Bohyun Kim is associate director for Library Applications and Knowledge Systems at the University of Maryland, Baltimore, Health Sciences and Human Services Library, USA. She is the author of The Library Mobile Experience: Practices and User Expectations, a previous issue of Library Technology Reports, and editor of the ACRL TechConnect blog.

      Recently viewed products

      Login

      Forgot your password?

      Don't have an account yet?
      Create account