Rowman & Littlefield Publishers
Pages: 148
Trim: 8½ x 11
978-1-4422-7913-1 • Paperback • February 2017 • $84.00 • (£65.00)
978-1-4422-7914-8 • eBook • February 2017 • $79.50 • (£61.00)
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.
Preface
Acknowledgments
Chapter 1. Why Games?
Chapter 2. Personalization
Chapter 3. Setting Goals and Objectives
Chapter 4. Designing Your Project
Chapter 5. Identifying Partners and Making a Case
Chapter 6. Types of Games
Chapter 7. Using Games in Instruction
Chapter 8. Game Accessibility
Chapter 9. Games Assessment
Chapter 10. Themes and Predictions
Index
About the Author
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"