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:
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Da: Revaluation Books, Exeter, Regno Unito
Paperback. Condizione: Brand New. 36 pages. 10.50x8.25x0.25 inches. In Stock. Codice articolo x-0838959539
Quantità: 2 disponibili
Da: moluna, Greven, Germania
Kartoniert / Broschiert. Condizione: New. 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 li. Codice articolo 898892612
Quantità: Più di 20 disponibili
Da: AHA-BUCH GmbH, Einbeck, Germania
Taschenbuch. Condizione: Neu. Neuware - 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. Codice articolo 9780838959534
Quantità: 2 disponibili