Gamification : a practical guide for librarians

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Where to find it

Information & Library Science Library

Call Number
Z716.4 .M395 2017
Status
Available

Authors, etc.

Names:

Summary

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.

Contents

Why games? -- Personalization -- Setting goals and objectives -- Designing your project -- Identifying partners and making a case -- Types of games -- Using games in instruction -- Game accessibility -- Games assessment -- Themes and predictions.

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