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Academic Journal

Applying Gamification to the Library Orientation: A Study of Interactive User Experience and Engagement Preferences.

Subjects: *USER experience; *ACADEMIC libraries; *COLLEGE teachers

  • Source: Information Technology & Libraries. 2020, Vol. 39 Issue 3, p1-26. 26p. 4 Color Photographs, 5 Charts.

  • Abstract: By providing an overview of library services as well as the building layout, the library orientation can help newcomers make optimal use of the library. ... Copyright of Information Technology & Libraries is the property of American Library Association and its content may not be copied or ...

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Periodical

The Open Axis video game: Using gamifcation for learning and Open Access Week.

Subjects: *GAMIFICATION; *COMMUNICATION in learning & scholarship; *ACADEMIC libraries

  • Source: College & Research Libraries News. Oct2021, Vol. 82 Issue 9, p424-427. 4p.

  • Abstract: The article discusses use of gamification to covered the basic tenets of Open Access (OA) scholarly communication, and keystone library services. ...

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Academic Journal

Gamification in Libraries.

Subjects: *GAMIFICATION; *LIBRARY users; *VIDEO gamesWHAT Video Games Have to Teach Us About Learning & Literacy (Book)

  • Source: Reference & User Services Quarterly. Winter2014, Vol. 54 Issue 2, p19-23. 5p.

  • Abstract: The article discusses how gamification offers educational experiences that can provide positive user interactions with the library. Topics include the book "...

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Periodical

Designing Gamification in the Right Way.

Subjects: *GAMIFICATION; *EDUCATIONAL games; *GOAL (Psychology)

  • Source: Library Technology Reports. Feb/Mar2015, Vol. 51 Issue 2, p29-35. 7p.

  • Abstract: The article discusses and evaluates the impact of gamification projects. It highlights the difficulty of assessing the effectiveness of educational games ...

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Periodical

Gamification in Education and Libraries.

Subjects: *GAMIFICATION; *MOTIVATION (Psychology); *LEARNING

  • Source: Library Technology Reports. Feb/Mar2015, Vol. 51 Issue 2, p20-28. 9p.

  • Abstract: The article discusses gamification as a tool to engage and motivate people in a target activity and influence their behavior, focusing ...

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Academic Journal

Creating Analog and Digital Games for Reference Training: Overview and Examples.

Subjects: *LIBRARY reference services; *GAMIFICATION; *LIBRARY interns

  • Source: Reference & User Services Quarterly. Summer2019, Vol. 58 Issue 4, p215-218. 4p.

  • Abstract: The article offers information on the creating analog and digital games for reference training for library interns. Topics discussed include the benefits of

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Periodical

The Popularity of Gamification in the Mobile and Social Era.

Subjects: *GAMIFICATION; *MOBILE apps; *VIDEO games

  • Source: Library Technology Reports. Feb/Mar2015, Vol. 51 Issue 2, p5-9. 5p.

  • Abstract: The article discusses the adoption of gamification in mobile and social media applications in the U.S. It defines

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Academic Journal

Reading and "Gamification".

Subjects: *READING; *GAMIFICATION; *VIOLENCECARMAN, Patrick

  • Source: Children & Libraries: The Journal of the Association for Library Service to Children. Winter2014, Vol. 12 Issue 4, p19-25. 7p. 2 Color Photographs.

  • Abstract: The article examines the convergence of reading and game playing enabled by new digital formats. Topics include gamified transmedia books such as Patrick Carman's Skeleton ...

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Periodical

Gamification.

Subjects: *GAMIFICATION; *GAMES; *TECHNOLOGY

  • Source: Library Technology Reports. Feb/Mar2015, Vol. 51 Issue 2, p10-16. 7p.

  • Abstract: The article reviews examples of gamification and identifies elements that differentiate gamification from games. It notes that ...

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Periodical

ARTIFICIAL INTELLIGENCE AND MACHINE LEARNING IN LIBRARIES.

Subjects: *ARTIFICIAL intelligence; *MACHINE learning; *LIBRARIES

  • Source: Library Technology Reports. Jan2019, Vol. 55 Issue 1, p1-29. 30p.

  • Abstract: This issue of Library Technology Reports argues that the near future of library work will be enormously impacted and perhaps forever changed as a result ... Copyright of Library Technology Reports is the property of American Library Association and its content may not be copied or ...

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  • 1-10 of  44 results for "Gamification in learning"