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Englisch
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Beschreibung
Gamification: A Practical Guide for Librarians discusses ways to incorporate gamification and game elements into various aspects of library services. Attention is given to instruction, assessment, setting goals, and working with outside stakeholders, among other topics.
Gamification: A Practical Guide for Librarians discusses ways to incorporate gamification and game elements into various aspects of library services. Attention is given to instruction, assessment, setting goals, and working with outside stakeholders, among other topics.
Inhaltsverzeichnis
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
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
Details
Erscheinungsjahr: | 2017 |
---|---|
Fachbereich: | Verlagswesen |
Genre: | Importe, Medienwissenschaften |
Rubrik: | Wissenschaften |
Medium: | Taschenbuch |
Inhalt: | Kartoniert / Broschiert |
ISBN-13: | 9781442279131 |
ISBN-10: | 1442279133 |
Sprache: | Englisch |
Einband: | Kartoniert / Broschiert |
Autor: | McMunn-Tetangco, Elizabeth |
Hersteller: | Rowman & Littlefield Publishers |
Verantwortliche Person für die EU: | Libri GmbH, Europaallee 1, D-36244 Bad Hersfeld, gpsr@libri.de |
Maße: | 280 x 216 x 8 mm |
Von/Mit: | Elizabeth McMunn-Tetangco |
Erscheinungsdatum: | 16.02.2017 |
Gewicht: | 0,397 kg |
Inhaltsverzeichnis
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
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
Details
Erscheinungsjahr: | 2017 |
---|---|
Fachbereich: | Verlagswesen |
Genre: | Importe, Medienwissenschaften |
Rubrik: | Wissenschaften |
Medium: | Taschenbuch |
Inhalt: | Kartoniert / Broschiert |
ISBN-13: | 9781442279131 |
ISBN-10: | 1442279133 |
Sprache: | Englisch |
Einband: | Kartoniert / Broschiert |
Autor: | McMunn-Tetangco, Elizabeth |
Hersteller: | Rowman & Littlefield Publishers |
Verantwortliche Person für die EU: | Libri GmbH, Europaallee 1, D-36244 Bad Hersfeld, gpsr@libri.de |
Maße: | 280 x 216 x 8 mm |
Von/Mit: | Elizabeth McMunn-Tetangco |
Erscheinungsdatum: | 16.02.2017 |
Gewicht: | 0,397 kg |
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