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Gamification :a practical guide for librarians /

Gamification :a practical guide for librarians /

作者 : McMunn-Tetangco, Elizabeth.

出版社 : Rowman & Littlefield,

出版年 : 2017

ISBN:1442279133|9781442279131

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SRRC20102086 新總館3F分區資源中心-文化創意 新總館3F分區資源中心-文化創意 ECC 021.2 M168 2017 在架   資源中心文化創意西文書   0   預約
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書名 : Gamification :a practical guide for librarians /

紀錄類型 : 書目-語言資料,印刷品: 單行本

正題名[資料類型標示]/作者 : Gamification :Elizabeth McMunn-Tetangco.

其他題名 : a practical guide for librarians /

其他題名 : Practical guide for librarians

作者 : McMunn-Tetangco, Elizabeth.

出版者 : Lanham, MD:Rowman & Littlefield,c2017.

面頁冊數 : xv, 131 p. ;28 cm.

內容註 : Why games? -- Personalization -- Setting goals and objectives -- Designing your project -- Identifying partners and making a case -- Types of games -- Using games in instruction -- Game accessibility -- Games assessment -- Themes and predictions.

標題 : Games

ISBN : 9781442279131 (pbk.) :

集叢項 : Practical guides for librarians ;31


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245 10$aGamification :$ba practical guide for librarians /$cElizabeth McMunn-Tetangco.
246 30$aPractical guide for librarians
260 $aLanham, MD:$bRowman & Littlefield,$cc2017.
300 $axv, 131 p. ;$c28 cm.
490 1 $aPractical guides for librarians ;$v31
504 $aIncludes bibliographical references and index.
505 0 $aWhy games? -- Personalization -- Setting goals and objectives -- Designing your project -- Identifying partners and making a case -- Types of games -- Using games in instruction -- Game accessibility -- Games assessment -- Themes and predictions.
520 $a"Games can seemingly do the impossible: reach patrons and drive traffic to projects and services. But how can libraries use gamification and game elements to improve instruction and outreach and encourage the use of particular areas and services? In this book, readers will learn about how to structure game activities in order to best reach their patrons. Chapters devoted to topics such as personalization, goal setting, working with partners, games in instruction, and assessment illustrate some of the many ways games can affect libraries. Everything in this book is presented from a practical point of view--email templates, real-life examples, and scenarios. Games have a lot of potential for use in many different library services, and this book will help you decide how they will work best. Gamification: a practical guide for librarians will help you develop, implement, and evaluate game-style projects--from first seeds to eventual maturation--at your library."--Page 4 of cover.
650 0$aGames$xDesign and construction.
650 0$aGamification.
650 0$aLibraries and community.
650 0$aLibraries$xActivity programs.
650 0$aLibraries$xMarketing.
650 0$aLibraries$xSocial aspects.
650 0$aLibraries$xSpecial collections$xGames.
650 0$aLibrary orientation.
653 $a文化創意
653 $a人文藝術
830 0$aPractical guides for librarians ;$v31.

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