Gamification: A Practical Guide for Librarians discusses ways to incorporate gamification and game elements into various aspects of library services. Attention is given to instruction, assessment, setting goals, and working with outside stakeholders, among other topics.
Gamification: A Practical Guide for Librarians discusses ways to incorporate gamification and game elements into various aspects of library services. Attention is given to instruction, assessment, setting goals, and working with outside stakeholders, among other topics.
Elizabeth McMunn-Tetangco lives in California's Central Valley with her husband and son. She co-edits One Sentence Poems, an online journal of short poetry, and also works as a librarian. In addition to writing and reading, she enjoys running with her dog, kayaking, and exploring as much of the world as she possibly can. Her poems have appeared in a number of different publications, and she is grateful to Finishing Line Press for giving them a home.
Inhaltsangabe
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
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
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