How are libraries meeting the evolving needs of mobile users? According to comScore, the smartphone is in the late majority stage of technology adoption curve. And people don't turn to their devices only for quick facts when on the move: 93 percent of mobile users access the Internet from home on their devices; what's more, Pew reports that 63 percent of Americans age 16 and over would use app-based access to library materials and programs if they were available. In this issue of Library Technology Reports, Kim shows how leading libraries are meeting these evolving needs. Topics include: * 6...
How are libraries meeting the evolving needs of mobile users? According to comScore, the smartphone is in the late majority stage of technology adopti...
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...