Gamification: A Practical Guide for Librarians
By (Author) Elizabeth McMunn-Tetangco
Bloomsbury Publishing PLC
Rowman & Littlefield Publishers
16th February 2017
United States
General
Non Fiction
025
Paperback
148
Width 216mm, Height 276mm, Spine 10mm
422g
Games can seem to do the impossible: reach patrons and drive traffic to projects and services. But how can libraries use gamification and game elements to improve instruction and outreach, or to encourage the use of particular areas and services In this guide, readers will learn about how to structure game activities in order to best reach their patrons. Chapters devoted to topics such as personalization, goal setting, working with partners, games in instruction, and assessment illustrate some of the many ways games can have an impact in libraries. Everything in this book is presented from a practical point of view email templates, real-life examples, and scenarios are included. Games have a lot of potential for use in many different library services, and this book will help you decide how they might work best for you. From the first seeds of a projects beginning to its eventual maturation, this book will help you develop, implement, and evaluate game-style projects at your library.
I would recommend it for those non-game player teacher librarians out there who are intrigued, but want to get their head around this concept before launch. So, spend a couple of hours with this author; then, get a group of students to have a discussion about gamification, and then ask them if they would be your team of selectors and testers. Better to enter this strategy prepared than face a disaster and try to back up. You won't go wrong with this author's guidance. * Teacher Librarian *
Gamification: A Practical Guide for Librarians turns the building blocks of a good game experience into the right questions to ask. With examples of how others used the building blocks in their gamification efforts, it gives you a starting point for thinking through your game. You will be glad to have read it; I certainly was. -- David Folmar, Communications and Engagement Consultant and author of "Game it Up! Using Gamification to Incentivize Your Library"
Elizabeth McMunn-Tetangco holds an MLIS from San Jose State, an MAT from the University of San Francisco, and a BA from UC Berkeley. She works as an Instruction Librarian at UC Merced. The author of If You Build It: One Campus Firsthand Account of Gamification in the Academic Library, published in C&RL News, and co-author of Think Like A Researcher: Integrating the Research Process Into the Introductory Composition Curriculum, a chapter in The New Information Literacy Instruction: Best Practices from Rowman & Littlefield, she has long had an interest in using games to connect with students.