Description

Book Synopsis
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.

Trade Review
I would recommend it for those non-game player teacher librarians out there who are intrigued, but want to get their head around this concept before launch. So, spend a couple of hours with this author; then, get a group of students to have a discussion about gamification, and then ask them if they would be your team of selectors and testers. Better to enter this strategy prepared than face a disaster and try to back up. You won't go wrong with this author's guidance. * Teacher Librarian *
Gamification: A Practical Guide for Librarians turns the building blocks of a good game experience into the right questions to ask. With examples of how others used the building blocks in their gamification efforts, it gives you a starting point for thinking through your game. You will be glad to have read it; I certainly was. -- David Folmar, Communications and Engagement Consultant and author of "Game it Up! Using Gamification to Incentivize Your Library"

Table of Contents
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

Gamification

    Product form

    £58.50

    Includes FREE delivery

    RRP £65.00 – you save £6.50 (10%)

    Order before 4pm today for delivery by Wed 17 Jun 2026.

    A Paperback by Elizabeth McMunn-Tetangco

    Out of stock


      View other formats and editions of Gamification by Elizabeth McMunn-Tetangco

      Publisher: Rowman & Littlefield
      Publication Date: 1/16/2017 12:02:00 AM
      ISBN13: 9781442279131, 978-1442279131
      ISBN10: 1442279133

      Description

      Book Synopsis
      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.

      Trade Review
      I would recommend it for those non-game player teacher librarians out there who are intrigued, but want to get their head around this concept before launch. So, spend a couple of hours with this author; then, get a group of students to have a discussion about gamification, and then ask them if they would be your team of selectors and testers. Better to enter this strategy prepared than face a disaster and try to back up. You won't go wrong with this author's guidance. * Teacher Librarian *
      Gamification: A Practical Guide for Librarians turns the building blocks of a good game experience into the right questions to ask. With examples of how others used the building blocks in their gamification efforts, it gives you a starting point for thinking through your game. You will be glad to have read it; I certainly was. -- David Folmar, Communications and Engagement Consultant and author of "Game it Up! Using Gamification to Incentivize Your Library"

      Table of Contents
      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

      Recently viewed products

      © 2026 Book Curl

        • American Express
        • Apple Pay
        • Diners Club
        • Discover
        • Google Pay
        • Maestro
        • Mastercard
        • PayPal
        • Shop Pay
        • Union Pay
        • Visa

        Login

        Forgot your password?

        Don't have an account yet?
        Create account