LEADER 01801nam 2200457 450 001 9910162827903321 005 20180724085848.0 010 $a1-4422-7913-3 010 $a1-4422-7914-1 035 $a(CKB)3710000001025325 035 $a(MiAaPQ)EBC4790204 035 $a(EXLCZ)993710000001025325 100 $a20170206h20172017 uy 0 101 0 $aeng 135 $aurcnu|||||||| 181 $2rdacontent 182 $2rdamedia 183 $2rdacarrier 200 10$aGamification $ea practical guide for librarians /$fElizabeth McMunn-Tetangco 210 1$aLanham, Maryland :$cRowman & Littlefield,$d2017. 210 4$dİ2017 215 $a1 online resource (149 pages) $cillustrations 225 1 $aPractical Guides for Librarians ;$vNumber 31 300 $aIncludes index. 311 08$aOnline version: McMunn-Tetangco, Elizabeth, author. Gamification Lanham : Rowman & Littlefield, [2017] 9781442279148 (DLC) 2017018646 320 $aIncludes bibliographical references at the end of each chapters and index. 327 $aWhy games? -- Personalization -- Setting goals and objectives -- Designing your project -- Identifying partners and making a case -- Types of games -- Using games in instruction -- Game accessibility -- Games assessment -- Themes and predictions. 410 0$aPractical guides for librarians ;$vNumber 31. 606 $aLibraries$xActivity programs 606 $aLibraries$xSpecial collections$xGames 615 0$aLibraries$xActivity programs. 615 0$aLibraries$xSpecial collections$xGames. 676 $a025.5 700 $aMcMunn-Tetangco$b Elizabeth$01244686 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910162827903321 996 $aGamification$92887180 997 $aUNINA