
Games and Gamification in Academic Libraries
- Publisher's listprice GBP 74.00
-
The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.
- Discount 10% (cc. 3 745 Ft off)
- Discounted price 33 706 Ft (32 101 Ft + 5% VAT)
37 451 Ft
Availability
Estimated delivery time: In stock at the publisher, but not at Prospero's office. Delivery time approx. 3-5 weeks.
Not in stock at Prospero.
Why don't you give exact delivery time?
Delivery time is estimated on our previous experiences. We give estimations only, because we order from outside Hungary, and the delivery time mainly depends on how quickly the publisher supplies the book. Faster or slower deliveries both happen, but we do our best to supply as quickly as possible.
Product details:
- Publisher John Wiley & Sons
- Date of Publication 30 May 2020
- Number of Volumes Paperback
- ISBN 9780838947869
- Binding Paperback
- No. of pages328 pages
- Size 253x179x21 mm
- Weight 584 g
- Language English 116
Categories
Long description:
Games of all kinds, from breakouts and escape rooms to traditional board game collections, are often featured in academic library instruction, programming, and outreach initiatives, where their natural ability to foster interaction and communication is especially valuable. Games and gamification can be used to help students engage with the thresholds of the ACRL Framework for Information Literacy for Higher Education; locate resources and identify misinformation and disinformation; and build connections with faculty and librarians, in one-shots and for-credit courses.
In four sections&&&8212;An Overview of Games and Gamification, Adding and Maintaining a Circulating Game Collection to your Library, Games and Gamification in Information Literacy Instruction, and Programming and Outreach through Games&&&8212;Games and Gamification in Academic Libraries explores incorporating games into first-year experience programs, using games to help students engage with special collections, making games accessible, and ideas for game nights and events. The book is packed with full-color figures, photos, and samples for inspiration and easy repurposing.
Games and gamification function best not as something separate, but as one tool in an academic library's approach to their goals and initiatives. Games and Gamification in Academic Libraries offers encouragement, strategies, and proven practices for developing and using accessible, welcoming gamification as a flexible tool to meet their institutions' missions and their students' learning needs.