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Subjects: *COMPUTER software; *SCHOOL environment; *CELL phonesUNITED States
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Information Technology & Libraries. Dec2022, Vol. 41 Issue 4, p1-32. 32p. 15 Color Photographs, 3 Charts.
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Abstract:
Inspired by pandemic-transformed instruction, this paper examines the digital accessibility of five tech tools used in information literacy sessions, specifically for students who use assistive ... Copyright of Information Technology & Libraries is the property of American Library Association and its content may not be copied or ...
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Knowledge Quest; September 2011, Vol. 40 Issue 1, p54-59, 6p
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Subjects: *VIDEO games; *PUBLIC libraries; *MOTIVATION (Psychology)UNITED States
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Source:
Reference & User Services Quarterly. Winter2017, Vol. 57 Issue 2, p127-139. 13p.
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Abstract:
Despite their increasing popularity and inclusion in library collections, video games are rarely suggested in library advisory or recommendation services. In ... Copyright of Reference & User Services Quarterly is the property of American Library Association and its content may not be copied ...
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School Library Research; 2018, Vol. 21, p1-64, 64p, 1 Diagram, 2 Charts
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Subjects: *LIBRARIES; *STUDENT engagement; *INTERPERSONAL relations
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Knowledge Quest. Mar/Apr2017, Vol. 45 Issue 4, p40-48. 9p. 4 Color Photographs, 1 Diagram, 1 Chart, 1 Graph.
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The article offers suggestions to incorporate tabletop gaming with a focus to engage students in libraries. It mentions benefits of tabletop gaming to increase opportunities ...
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Subjects: *GAMIFICATION; *MOBILE apps; *VIDEO games
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Source:
Library Technology Reports. Feb/Mar2015, Vol. 51 Issue 2, p5-9. 5p.
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Abstract:
The article discusses the adoption of gamification in mobile and social media applications in the U.S. It defines gamification and how it differs from ...
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