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Understanding Gamification - Library Technology Reports
Bohyun Kim
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.
36 pages, black & white illustrations
| Media | Böcker Pocketbok (Bok med mjukt omslag och limmad rygg) |
| Releasedatum | 18 februari 2015 |
| ISBN13 | 9780838959534 |
| Utgivare | American Library Association |
| Antal sidor | 36 |
| Mått | 216 × 279 × 2 mm · 113 g |