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| Main Author: | |
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| Format: | Recurso educativo Open Access |
| Language: | en |
| Published: |
2013
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| Subjects: | |
| Online Access: | https://eric.ed.gov/?id=EJ1022144 |
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Table of Contents:
- Gaming and Gamification Mallon, Melissa Library Services Online Systems Computer Games Computer Software Reviews Library Materials Higher Education Educational Practices The New Media Consortium's "Horizon Report" for higher education cites games and gamification with a time-to-adoption of two to three years. The use of digital games is almost ubiquitous in social media and is swiftly gaining popularity in other industries as well. Many in higher education have embraced gamification due to its relevance for teaching and learning. Due to the proliferation of gaming resources, this "Internet Resources" column presents resources that can assist public service librarians with gaming resources and toolkits. It also reviews several established academic library games.