Game It Up!: Using Gamification to Incentivize Your Library

Author:   David Folmar ,  Ellyssa Kroski
Publisher:   Rowman & Littlefield
Volume:   7
ISBN:  

9781442253346


Pages:   148
Publication Date:   14 August 2015
Format:   Hardback
Availability:   Manufactured on demand   Availability explained
We will order this item for you from a manufactured on demand supplier.

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Game It Up!: Using Gamification to Incentivize Your Library


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Overview

Using game thinking and game mechanics in non-game settings to promote engagement and learning is a new trend in both business and education sectors. Savvy marketers are gamifying their efforts by offering customers loyalty badges, check-in incentives, and achievement rewards and clever employers are leveraging this new trend to gamify their training and innovation processes. Discover how you can use game design techniques to involve patrons and motivate staff in your library. This primer will walk you through incorporating game thinking into bibliographic instruction, staff training, the online catalog, and more. Learn how to gamify the library experience. This A–Z guidebook covers a range of exciting ways to use gamification in your library. Readers will learn the ins and outs of gamification techniques through projects, such as: ·badge hunts for staff orientation; ·a “face of the library” game for patron services; ·badges for your programs; ·augmented reality and a catalog Easter egg hunt; ·interactive fiction for information literacy education; and, ·top-down video games for library orientation.

Full Product Details

Author:   David Folmar ,  Ellyssa Kroski
Publisher:   Rowman & Littlefield
Imprint:   Rowman & Littlefield
Volume:   7
Dimensions:   Width: 16.00cm , Height: 1.70cm , Length: 23.70cm
Weight:   0.358kg
ISBN:  

9781442253346


ISBN 10:   1442253347
Pages:   148
Publication Date:   14 August 2015
Audience:   Professional and scholarly ,  Professional & Vocational
Format:   Hardback
Publisher's Status:   Active
Availability:   Manufactured on demand   Availability explained
We will order this item for you from a manufactured on demand supplier.

Table of Contents

Foreword by Ellyssa Kroski Preface Acknowledgments Chapter One: An Introduction to Gamification Chapter Two: Getting Started with Gamification Chapter Three: Tools and Applications Chapter Four: Library Examples and Case Studies Chapter Five: Step-by-Step Library Projects for Gamification Chapter Six: Tips and Tricks Chapter Seven: Future Trends Chapter Eight: Recommended Reading Index About the Author

Reviews

I enthusiastically recommend the Library Technology Essentials series. Many libraries will want to invest in the entire set as a professional development resource since they will inevitably face some degree of involvement with each of the volume topics. Library technologists will want one of these books at their side as they launch new projects or initiatives. Ellyssa Kroski has shepherded a collection that makes an important contribution to the professional practice of library technology. -- Marshall Breeding, Independent Consultant, Speaker, and Author; editor Library Technology Guide editor, Computers in Libraries columnist, and Smart Libraries Newsletter editor


Author Information

David Folmar is the emerging technology librarian at Richmond Public Library. He holds degrees in MLS, CTS and CMS. He sat on the RVA MakerFest Leadership Committee and has been involved with Coding literacy in the CoderDojo, Indie Game Development, and Independent Filmmaking communities. Folmar is new to Librarianship but has a previous career in audiovisual production and digital communications. He looks for the areas where community engagement, STEAM education, social reasonability, and technology overlap.

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