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eBook - ePub
About this book
Games can seem to 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, or to encourage the use of particular areas and services? In this guide, 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 have an impact in libraries. Everything in this book is presented from a practical point of view – email templates, real-life examples, and scenarios are included. Games have a lot of potential for use in many different library services, and this book will help you decide how they might work best for you. From the first seeds of a project's beginning to its eventual maturation, this book will help you develop, implement, and evaluate game-style projects at your library.
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Table of contents
- Contents
- Preface
- Acknowledgments
- Chapter 1: Why Games?
- Chapter 2: Personalization
- Chapter 3: Setting Goals and Objectives
- Chapter 4: Designing Your Project
- Chapter 5: Identifying Partners and Making a Case
- Chapter 6: Types of Games
- Chapter 7: Using Games in Instruction
- Chapter 8: Game Accessibility
- Chapter 9: Game Assessment
- Chapter 10: Themes and Predictions
- About the Author
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Yes, you can access Gamification by Elizabeth McMunn-Tetangco in PDF and/or ePUB format, as well as other popular books in Languages & Linguistics & Library & Information Science. We have over one million books available in our catalogue for you to explore.