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Library technology reports : expert guides to library systems and services. Volume 51, number 2, Understanding gamification

Author: Bohyun Kim; ALA TechSource.
Publisher: Chicago, IL : ALA TechSource, [2015] ©2015
Series: Library Technology Reports, v. 51, n. 2
Edition/Format:   Print book : English
Summary:
"Gamification, which refers to applying gaming elements to a real-world activity, is not necessarily a new idea. But (1) the rapid adoption of the smartphone, (2) the tremendous growth of the mobile web, and (3) the increased use of social media have made it possible for gamification to be implemented in an unprecedently seamless, ubiquitous, and social manner, thereby transforming it into a portable activity  Read more...
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Document Type: Book
All Authors / Contributors: Bohyun Kim; ALA TechSource.
ISBN: 9780838959534 0838959539
OCLC Number: 931147997
Description: 35 pages : illustrations ; 28 cm.
Contents: The popularity of gamification in the mobile and social era --
Gamification --
Game mechanics, dynamics, and aesthetics --
Gamification in education and libraries --
Designing gamification in the right way.
Series Title: Library Technology Reports, v. 51, n. 2
Other Titles: Understanding gamification
Responsibility: Bohyun Kim.

Abstract:

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  Read more...

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