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.
Gamification, when done right, will engage your library's users, and better yet, help them learn. In this issue of Library Technology Reports, Kim wil...