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Subjects: Academic achievement; Learning strategies; Literacy
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Source:
Information Today. Jun2017, Vol. 34 Issue 5, p9-9. 1p.
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Abstract:
The article discusses the benefits of the Light- Sail literacy platform for readers in grades K–12. The platform aims to make all books entertaining and ...
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Subjects: *Publishing; *Libraries; Deep learning
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Source:
Computers in Libraries. Apr2022, Vol. 42 Issue 3, p19-23. 5p. 5 Color Photographs.
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Abstract:
The article explores how libraries can leverage the learning potential of Augmented reality. Topics include augmented reality discovery layer for the ...
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Subjects: *Vocational guidance; *Libraries; Awards
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Source:
Online Searcher. Jul/Aug2022, Vol. 46 Issue 4, p10-15. 6p.
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This article highlights the various ways in which libraries are using gamification as motivation tools for acquiring research skills, replete with ...
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Subjects: *Databases; Academic libraries; Games
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Source:
Computers in Libraries. Nov2016, Vol. 36 Issue 9, p12-15. 4p. 4 Color Photographs.
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Abstract:
The article presents the author views over incorporation of gamification in several institutional libraries. Topics discussed include improvement of user experience ...
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Subjects: *Computer input-output equipment; *Libraries; ArchitectureTaiwan; Turkey
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Source:
Computers in Libraries. Dec2016, Vol. 36 Issue 10, p12-15. 4p. 3 Color Photographs, 1 Black and White Photograph.
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Abstract:
The article discusses gamification and virtual reality games. Topics discussed include comments from Andrew Hollinger of Arlington Cemetery and the Holocaust ...
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Subjects: *Call centers; *Career development; Gamification
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Source:
CRM Magazine. Dec2019, Vol. 23 Issue 10, p24-27. 4p.
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Abstract:
The article focuses on the embracing companies of video game techniques to improve agent engagement. It mentions about the rapid pace of technological evolution and ...
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