Gamification: A Practical Guide for Librarians

Gamification: A Practical Guide for Librarians

by Elizabeth McMunn-Tetangco
Gamification: A Practical Guide for Librarians

Gamification: A Practical Guide for Librarians

by Elizabeth McMunn-Tetangco

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Overview

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.

Product Details

ISBN-13: 9781442279148
Publisher: Rowman & Littlefield Publishers, Inc.
Publication date: 02/16/2017
Series: Practical Guides for Librarians , #31
Sold by: Barnes & Noble
Format: eBook
Pages: 148
File size: 2 MB

About the Author

Elizabeth McMunn-Tetangco holds an MLIS from San Jose State, an MAT from the University of San Francisco, and a BA from UC Berkeley. She works as an Instruction Librarian at UC Merced. The author of “If You Build It…: One Campus’ Firsthand Account of Gamification in the Academic Library,” published in C&RL News, and co-author of “Think Like A Researcher: Integrating the Research Process Into the Introductory Composition Curriculum,” a chapter in The New Information Literacy Instruction: Best Practices from Rowman & Littlefield,she has long had an interest in using games to connect with students.

Table of 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. Games Assessment
Chapter 10. Themes and Predictions

Index
About the Author
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