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Periodical

Turning Students Into Readers With the LightSail Literacy Platform.

Subjects: Academic achievement; Learning strategies; Literacy

  • Source: Information Today. Jun2017, Vol. 34 Issue 5, p9-9. 1p.

  • 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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Periodical

How Libraries Can Leverage the Learning Potential of AR.

Subjects: *Publishing; *Libraries; Deep learning

  • Source: Computers in Libraries. Apr2022, Vol. 42 Issue 3, p19-23. 5p. 5 Color Photographs.

  • 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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Periodical

THE GAME IS ON: Gamifying Library Instruction, Usage, and Career Advancement.

Subjects: *Vocational guidance; *Libraries; Awards

  • Source: Online Searcher. Jul/Aug2022, Vol. 46 Issue 4, p10-15. 6p.

  • Abstract: 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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Periodical

Winning Ways to Gamify Your Library Services.

Subjects: *Databases; Academic libraries; Games

  • Source: Computers in Libraries. Nov2016, Vol. 36 Issue 9, p12-15. 4p. 4 Color Photographs.

  • 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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Periodical

The State of Education Video.

Subjects: Streaming technology equipment; Gamification; Flipped classrooms

  • Source: Streaming Media. Mar2015, Vol. 12 Issue 2, p49-54. 4p.

  • Abstract: The article discusses the growing demand of streaming media in the education industry in providing online training ranging from flipped classrooms to massive open online ...

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Periodical

GAMIFICATION MEETS MEANINGFUL PLAY: AN INSIDE LOOK.

Subjects: *Computer input-output equipment; *Libraries; ArchitectureTaiwan; Turkey

  • Source: Computers in Libraries. Dec2016, Vol. 36 Issue 10, p12-15. 4p. 3 Color Photographs, 1 Black and White Photograph.

  • 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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Periodical

With Gamification, Contact Centers Can Be Fun.

Subjects: *Call centers; *Career development; Gamification

  • Source: CRM Magazine. Dec2019, Vol. 23 Issue 10, p24-27. 4p.

  • 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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Periodical

SPIRIT OF PLAY: GAME-BASED LEARNING: A Serious Look at Companies 'Gaming the System' for Academic Excellence.

Subjects: Simulation games in educationHoughton Mifflin Harcourt Publishing Co. ; EduPad Inc.

  • Source: Internet@Schools. Sep/Oct2017, Vol. 24 Issue 4, p4-6. 3p.

  • Abstract: The article offers information on several educational games in the U.S. which include the Big Numbers math learning program from ...

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Periodical

Escape Rooms for Education, Library Instruction, and Problem-Solving.

Subjects: *Teams in the workplace; *Problem solving; Library orientation

  • Source: Online Searcher. Mar/Apr2022, Vol. 46 Issue 2, p15-18. 3p.

  • Abstract: The article explores E ntertainment and gaming have a long history. Along with advances in computer technology came more sophisticated electronic gaming. Atari PONG, released ...

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Periodical

Embracing the Power of Gaming in Education.

Subjects: *Problem solving; *Teams in the workplace; Educational technologyUnited States

  • Source: Information Today. Jun2019, Vol. 36 Issue 5, p19-20. 2p. 1 Color Photograph.

  • Abstract: The article discusses the impact of gaming in children education and people in the U.S. with reference to the difference between gaming and

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  • 1-10 of  217 results for "Gamification in learning"