Isbn: 9780838959534 - Understanding Gamification (library Technology Reports) (9 results)

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  • Language: English

    Published by ALA TechSource, 2015

    0838959539 / 9780838959534

    • Softcover

    Seller: GreatBookPrices, Columbia, MD, U.S.A.GreatBookPrices

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  • Language: English

    Published by Amer Library Assn, 2014

    0838959539 / 9780838959534

    • Softcover

    Seller: Revaluation Books, Exeter, United KingdomRevaluation Books

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    Paperback. Condition: Brand New. 36 pages. 10.50x8.25x0.25 inches. In Stock.

  • Language: English

    Published by ALA TechSource, 2015

    0838959539 / 9780838959534

    • Softcover

    Seller: GreatBookPricesUK, Woodford Green, United KingdomGreatBookPricesUK

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  • Language: English

    Published by ALA TechSource, 2015

    0838959539 / 9780838959534

    • Softcover

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  • Language: English

    Published by ALA TechSource, 2015

    0838959539 / 9780838959534

    • Softcover

    Seller: GreatBookPricesUK, Woodford Green, United KingdomGreatBookPricesUK

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  • Language: English

    Published by ALA TechSource, 2015

    0838959539 / 9780838959534

    • Softcover

    Seller: Books Puddle, Woodside, NY, U.S.A.Books Puddle

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    Condition: New. pp. 36.

  • Language: English

    Published by ALA TechSource, 2015

    0838959539 / 9780838959534

    • Softcover

    Seller: Majestic Books, Hounslow, United KingdomMajestic Books

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  • Language: English

    Published by American Library Association, 2015

    0838959539 / 9780838959534

    • Softcover

    Seller: moluna, Greven, Germanymoluna

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    Condition: New. Gamification, when done right, will engage your library s users, and better yet, help them learn. In this issue of Library Technology Reports, Kim will clarify your understanding of gamification with a range of examples from social causes, education, and li.

  • Language: English

    Published by American Library Association Feb 2015, 2015

    0838959539 / 9780838959534

    • Softcover

    Seller: AHA-BUCH GmbH, Einbeck, GermanyAHA-BUCH GmbH

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    Taschenbuch. Condition: Neu. Neuware - Gamification, when done right, will engage your library's users, and better yet, help them learn. In this issue of Library Technology Reports, Kim will clarify your understanding of gamification with a range of examples from social causes, education, and libraries. She points out the gaming elements of apps you may have used and explores game mechanics, dynamics and aesthetics.…