Code: 09406276
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 socia ... more
English
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Book synopsis
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 and explores game mechanics, dynamics and aesthetics.
Book details
Book category Knihy po anglicky Reference, information & interdisciplinary subjects Library & information sciences Library & information services
48.22 €
English
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