|
![]() |
|||
|
||||
OverviewFull Product DetailsAuthor: David Folmar , Ellyssa KroskiPublisher: Rowman & Littlefield Imprint: Rowman & Littlefield Volume: 7 Dimensions: Width: 15.40cm , Height: 1.10cm , Length: 22.70cm Weight: 0.231kg ISBN: 9781442253353ISBN 10: 1442253355 Pages: 148 Publication Date: 14 August 2015 Audience: Professional and scholarly , Professional & Vocational Format: Paperback Publisher's Status: Active Availability: Manufactured on demand ![]() We will order this item for you from a manufactured on demand supplier. Table of ContentsForeword 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 AuthorReviewsI 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 InformationDavid 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. Tab Content 6Author Website:Countries AvailableAll regions |