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.0.
- | Author: Bohyun Kim
- | Publisher: Ala Techsource
- | Publication Date: Feb 18, 2015
- | Number of Pages: 38 pages
- | Language: English
- | Binding: Misc. Supplies
- | ISBN-10: 0838959539
- | ISBN-13: 9780838959534
- Author:
- Bohyun Kim
- Publisher:
- Ala Techsource
- Publication Date:
- Feb 18, 2015
- Number of pages:
- 38 pages
- Language:
- English
- Binding:
- Misc. Supplies
- ISBN-10:
- 0838959539
- ISBN-13:
- 9780838959534