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EBookClubs

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Book Games and Gamification in Academic Libraries

Download or read book Games and Gamification in Academic Libraries written by Stephanie H. Crowe and published by . This book was released on 2020 with total page 315 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Games of all kinds, from breakouts and escape rooms to traditional board game collections, are often featured in academic library instruction, programming, and outreach initiatives, where their natural ability to foster interaction and communication is especially valuable. Games and gamification can be used to help students engage with the thresholds of the ACRL Framework for Information Literacy for Higher Education; locate resources and identify misinformation and disinformation; and build connections with faculty and librarians, in one-shots and for-credit courses. In four sections--An Overview of Games and Gamification, Adding and Maintaining a Circulating Game Collection to your Library, Games and Gamification in Information Literacy Instruction, and Programming and Outreach through Games--Games and Gamification in Academic Libraries explores incorporating games into first-year experience programs, using games to help students engage with special collections, making games accessible, and ideas for game nights and events. Games and gamification function best not as something separate, but as one tool in an academic library's approach to their goals and initiatives. Games and Gamification offers encouragement, strategies, and proven practices for developing and using accessible, welcoming gamification as a flexible tool to meet their institutions' missions and their students' learning needs."--

Book GAMES AND GAMIFICATION IN ACADEMIC LIBRARIES

Download or read book GAMES AND GAMIFICATION IN ACADEMIC LIBRARIES written by STEPHANIE CROWE; EVA SCLIPPA. and published by . This book was released on 2020 with total page 315 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Games of all kinds, from breakouts and escape rooms to traditional board game collections, are often featured in academic library instruction, programming, and outreach initiatives, where their natural ability to foster interaction and communication is especially valuable. Games and gamification can be used to help students engage with the thresholds of the ACRL Framework for Information Literacy for Higher Education; locate resources and identify misinformation and disinformation; and build connections with faculty and librarians, in one-shots and for-credit courses. In four sections--An Overview of Games and Gamification, Adding and Maintaining a Circulating Game Collection to your Library, Games and Gamification in Information Literacy Instruction, and Programming and Outreach through Games--Games and Gamification in Academic Libraries explores incorporating games into first-year experience programs, using games to help students engage with special collections, making games accessible, and ideas for game nights and events. Games and gamification function best not as something separate, but as one tool in an academic library's approach to their goals and initiatives. Games and Gamification offers encouragement, strategies, and proven practices for developing and using accessible, welcoming gamification as a flexible tool to meet their institutions' missions and their students' learning needs."--Provided by publisher.

Book Gaming in Academic Libraries

Download or read book Gaming in Academic Libraries written by Amy Harris and published by Association of College & Research Libraries. This book was released on 2008 with total page 248 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book aims to show how librarians in colleges and universities of varying sizes, populations, and locations have successfully incorporated gaming into their libraries.-Introduction. In an attempt to encompass the variety of ways games are being incorporated into libraries, this book has been divided into three sections: game collections and curricular support, gaming as marketing and gaming as an information literacy tool.

Book Games in Libraries

Download or read book Games in Libraries written by Breanne A. Kirsch and published by McFarland. This book was released on 2014-02-11 with total page 247 pages. Available in PDF, EPUB and Kindle. Book excerpt: Librarians are beginning to see the importance of game based learning and the incorporation of games into library services. This book is written for them--so they can use games to improve people's understanding and enjoyment of the library. Full of practical suggestions, the essays discuss not only innovative uses of games in libraries but also the game making process. The contributors are all well versed in games and game-based learning and a variety of different types of libraries are considered. The essays will inspire librarians and educators to get into this exciting new area of patron and student services.

Book Playing Games in the School Library

Download or read book Playing Games in the School Library written by SARAH. PAVEY and published by . This book was released on 2021-09-10 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: The book will explore the use of games-based learning and gamification in school libraries. It illustrates how game play can be developed by school librarians through blended theory and practice, exemplified by case studies taken from a variety of international contexts.

Book Gamification

Download or read book Gamification written by Elizabeth McMunn-Tetangco and published by Rowman & Littlefield. This book was released on 2017-02-16 with total page 149 pages. Available in PDF, EPUB and Kindle. Book excerpt: Games can seem to do the impossible: reach patrons and drive traffic to projects and services. But how can libraries use gamification and game elements to improve instruction and outreach, or to encourage the use of particular areas and services? In this guide, readers will learn about how to structure game activities in order to best reach their patrons. Chapters devoted to topics such as personalization, goal setting, working with partners, games in instruction, and assessment illustrate some of the many ways games can have an impact in libraries. Everything in this book is presented from a practical point of view – email templates, real-life examples, and scenarios are included. Games have a lot of potential for use in many different library services, and this book will help you decide how they might work best for you. From the first seeds of a project’s beginning to its eventual maturation, this book will help you develop, implement, and evaluate game-style projects at your library.

Book Research Anthology on Developments in Gamification and Game Based Learning

Download or read book Research Anthology on Developments in Gamification and Game Based Learning written by Management Association, Information Resources and published by IGI Global. This book was released on 2021-11-26 with total page 1971 pages. Available in PDF, EPUB and Kindle. Book excerpt: Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.

Book The Librarians  Book on Teaching Through Games and Play

Download or read book The Librarians Book on Teaching Through Games and Play written by Andrew Walsh and published by . This book was released on 2018-09-03 with total page 158 pages. Available in PDF, EPUB and Kindle. Book excerpt: Aimed mainly at staff in libraries, especially those who teach information skills in FE/HE, this book contains many examples of games and playful interactions to help turn the information literacy classroom into a more playful space. Some theory behind the use of play and games are covered to help readers use these approaches more effectively.

Book Gamification in Education  Breakthroughs in Research and Practice

Download or read book Gamification in Education Breakthroughs in Research and Practice written by Management Association, Information Resources and published by IGI Global. This book was released on 2018-01-05 with total page 677 pages. Available in PDF, EPUB and Kindle. Book excerpt: Serious games provide a unique opportunity to fully engage students more than traditional teaching approaches. Understanding the best way to utilize these games and the concept of play in an educational setting is imperative for effectual learning in the 21st century. Gamification in Education: Breakthroughs in Research and Practice is an innovative reference source for the latest academic material on the different approaches and issues faced in integrating games within curriculums. Highlighting a range of topics, such as learning through play, virtual worlds, and educational computer games, this publication is ideally designed for educators, administrators, software designers, and stakeholders in all levels of education.

Book Planning Academic Library Orientations

Download or read book Planning Academic Library Orientations written by Kylie Bailin and published by Chandos Publishing. This book was released on 2018-07-06 with total page 380 pages. Available in PDF, EPUB and Kindle. Book excerpt: Colleges and universities throughout the world plan library orientations for first years or specific audiences such as transfer or international students. These events can vary greatly in shape and form depending on the size, resources and staff of the institution, orientation schedule, and whether it is mandatory for students. Some institutions plan day-long events, elaborate games, or scavenger hunts; some offer drop in sessions or library tours; others offer an online orientation. Planning Academic Library Orientations gathers case studies from around the world covering a wide variety of approaches as a guide to those revamping or creating new library orientations. Chapters are organized into the following thematic sections: Games; Marketing & Promotion; Partnerships; Targeting Specific Audiences; Technology; and Tours, and are cross-referenced if they touch on additional themes. Each chapter includes institutional information so readers can decide which type of orientation is appropriate for their own institution and see what resources are required. Gives guidance on best practices for academic library orientations Gathers examples from around the world to provide international perspective Empowers librarians to take aim at the anxiety felt by new and first year students Presents effective ways of introducing students to what a college/university library is, what it contains, and where to find information, while also showing how helpful librarians can be

Book Handbook of Research on Cross Disciplinary Uses of Gamification in Organizations

Download or read book Handbook of Research on Cross Disciplinary Uses of Gamification in Organizations written by Bernardes, Oscar and published by IGI Global. This book was released on 2022-01-28 with total page 657 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gaming is increasingly prevalent in our society and everyday lives as a form of leisure or competition. The typical aim of gaming is to gain a pleasant experience from the game. Because of the saturation of gaming in global society, the gamification concept and its operationalization in non-gaming contexts has become a growing practice. This technological novelty is the basis for an innovative change in many types of environments such as education, commerce, marketing, work, health, governance, and sustainability, among others. The service sector especially has shown widespread adoption of the method as it seeks to increase and motivate audiences and promote brands. However, little research is available on the adoption of gamification in organizations, leading to a need for literature that investigates best practices for utilization and implementation. The Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations is a comprehensive and timely reference book that explores the field of gamification for economic and social development. This book provides dynamic research from this emerging field. Covering topics such as distance learning, health behaviors, and workplace training, this book is a valuable reference for researchers, marketing managers, students, managers, executives, software developers, IT specialists, technology developers, faculty of P-12 and higher education, teachers, professors, government officials, and academicians.

Book The Gamification of Society

Download or read book The Gamification of Society written by Stéphane Le Lay and published by John Wiley & Sons. This book was released on 2021-04-27 with total page 226 pages. Available in PDF, EPUB and Kindle. Book excerpt: The applications of gamification and the contexts in which game elements can be successfully incorporated have grown significantly over the years. They now include the fields of health, education, work, the media and many others. However, the human and social sciences still neglect the analysis and critique of gamification. Research conducted in this area tends to focus on game objects and not gamifications logic as its ideological dimension. Considering that the game, as a model and a reference, laden with social value, deserves to be questioned beyond its objects, The Gamification of Society gathers together texts, observations and criticisms that question the influence that games and their mechanics have on wider society. The empirical research presented in this book (examining designers practices, early childhood, political action, the quantified self, etc.) also probes several different national contexts – those of Norway, Belgium, the United States and France, among others.

Book Game Frame

    Book Details:
  • Author : Aaron Dignan
  • Publisher : Simon and Schuster
  • Release : 2011-03-08
  • ISBN : 9781451611076
  • Pages : 224 pages

Download or read book Game Frame written by Aaron Dignan and published by Simon and Schuster. This book was released on 2011-03-08 with total page 224 pages. Available in PDF, EPUB and Kindle. Book excerpt: Ever wonder why teens can spend entire weekends playing video games but struggle with just one hour of homework? Why we’re addicted to certain websites and steal glances at our smartphones under the dinner table? Or why some people are able to find joy in difficult or repetitive jobs while others burn out? It’s not the experiences themselves but the way they’re structured that matters. All our lives we’ve been told that games are distractions—playful pastimes, but unrelated to success. In Game Frame, Aaron Dignan shows us that the opposite is true: games produce peak learning conditions and accelerated achievement. Here, the crucial connection between the games we love to play and the everyday tasks, goals, and dreams we have trouble realizing is illuminated. Aaron Dignan is the thirty-something founder of a successful digital strategy firm that studies the transformative power of technology in culture. He and his peers were raised on a steady diet of games and gadgets, ultimately priming them to challenge the status quo of the modern workplace. What they learned from games goes deeper than hand-eye coordination; instead, this generation intrinsically understands the value of adding the elements of games into everyday life. Game Frame is the first prescriptive explanation of what games mean to us, the human psychology behind their magnetic pull, and how we can use the lessons they teach as a framework to achieve our potential in business and beyond. Games are a powerful way to influence and change behavior in any setting. Here, Dignan outlines why games and play are such important trends in culture today, and how our technology, from our iPhones to our hybrid cars, primes us to be instinctive players. Game Frame tackles the challenging task of defining games and the mechanics that make games work from several perspectives, then explores these ideas through the lens of neuroscience. Finally, Dignan provides practical tips for using basic game mechanics in a variety of settings, such as motivating employees at work or encouraging children at home, giving readers the tools to develop their own games to solve problems in their everyday lives. Illuminated throughout with a series of real-world examples and hypothetical scenarios, Game Frame promises a crash course in game design and behavioral psychology that will leave the reader—and, by extension, the world itself—more productive. Revolutionary, visionary, practical, and time-tested, Game Frame will change the way you approach life.

Book Emerging Trends and Impacts of the Internet of Things in Libraries

Download or read book Emerging Trends and Impacts of the Internet of Things in Libraries written by Holland, Barbara and published by IGI Global. This book was released on 2020-06-26 with total page 253 pages. Available in PDF, EPUB and Kindle. Book excerpt: Over the years, new IT approaches have manifested, including digital transformation, cloud computing, and the internet of things (IoT). They have had a profound impact on the population, including libraries. Many organizations can save on their IT budget by adopting these new approaches because they provide technology in easier ways, often at lower costs and to the benefit of users. Emerging Trends and Impacts of the Internet of Things in Libraries is a critical research publication that explores advancing technologies, specifically the internet of things, and their applications within library settings. Moreover, the book will provide insights and explore case studies on smart libraries. Featuring a wide range of topics such as smart technology, automation, and robotics, this book is ideal for librarians, professionals, academicians, computer scientists, researchers, and students working in the fields of library science, information and communication sciences, and information technology.

Book 52 Ready to Use Gaming Programs for Libraries

Download or read book 52 Ready to Use Gaming Programs for Libraries written by Ellyssa Kroski and published by ALA Editions. This book was released on 2020-03-23 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: The engaging programs in this book will have people flocking to your library—it's all in the game.

Book Using Games to Enhance Learning and Teaching

Download or read book Using Games to Enhance Learning and Teaching written by Nicola Whitton and published by Routledge. This book was released on 2012-05-23 with total page 232 pages. Available in PDF, EPUB and Kindle. Book excerpt: Using Games to Enhance Learning and Teaching provides educators with easy and practical ways of using games to support student engagement and learning. Despite growing interest in digital game-based learning and teaching, until now most teachers have lacked the resources or technical knowledge to create games that meet their needs. The only realistic option for many has been to use existing games which too often are out of step with curriculum goals, difficult to integrate, and require high-end technology. Using Games to Enhance Learning and Teaching offers a comprehensive solution, presenting five principles for games that can be embedded into traditional or online learning environments to enhance student engagement and interactivity. Extensive case studies explore specific academic perspectives, and featured insights from professional game designers show how educational games can be designed using readily accessible, low-end technologies, providing an explicit link between theory and practice. Practical in nature, the book has a sound theoretical base that draws from a range of international literature and research.

Book Mobile Library Services

Download or read book Mobile Library Services written by Charles Harmon and published by Scarecrow Press. This book was released on 2013-02-13 with total page 163 pages. Available in PDF, EPUB and Kindle. Book excerpt: Just as Andrew Carnegie’s support changed the landscape of public libraries in America, Apple’s launch of the iPhone on June 29, 2007 forever altered how people expected to interact with services. Libraries, like every other kind of organization, must now make their services—not just their catalogs—available on an array of mobile devices. Mobile Library Servicesprovides 11 proven ways to reach out to mobile users and increase your library’s relevance to their day-to-day lives. Librarians detail how they created mobile apps to how they went mobile on a shoestring budget. Written by public, academic, and special librarians, these 11 best practices offer models for libraries of every type and size.