This paper discusses the potential benefits of using gamification techniques to increase student engagement with library resources. It outlines the link between student use of library resources and academic achievement, and suggests that gamification has to potential to increase usage of resources, which may also increase academic achievement. Some early findings from an implementation of a gamification project, Lemontree, are also discussed in which students reported increased usage of library resources and their acceptance of gamification techniques in Higher Education
The concept of gamification is receiving increasing attention, particularly for its potential to mot...
Game based learning is receiving increased attention, including from the New Media Corporation’s 201...
Two new trends in education: BYOD (bring your own device) and games and gamification are steadily be...
This paper discusses the potential benefits of using gamification techniques to increase student eng...
Gamification, in other words the use of game elements in non-game environments, is a rapidly growing...
One of the main challenges faced by providers of interactive information access systems is to engage...
The article deals with gamification mechanisms to increase staff performance and diversify the mecha...
The potential for using gamification in academic libraries in order to increase student engagement a...
We like to bring an element of fun and games into our information literacy teaching when we can, whe...
Collectively, the world\u27s population spends about 3 billion hours a week playing video games. To ...
The purpose of this project was to examine the role of Gamification in increasing first year student...
Research on gamification shows that it has positive impacts on learning, performance, motivation, an...
The article examines the experience of introducing gamification in the activities of the Scientific ...
Innovative new digital technologies arise within the field of education every day. There seems to be...
Gamification is crucial in this digital era since the world is becoming a global village. As a resul...
The concept of gamification is receiving increasing attention, particularly for its potential to mot...
Game based learning is receiving increased attention, including from the New Media Corporation’s 201...
Two new trends in education: BYOD (bring your own device) and games and gamification are steadily be...
This paper discusses the potential benefits of using gamification techniques to increase student eng...
Gamification, in other words the use of game elements in non-game environments, is a rapidly growing...
One of the main challenges faced by providers of interactive information access systems is to engage...
The article deals with gamification mechanisms to increase staff performance and diversify the mecha...
The potential for using gamification in academic libraries in order to increase student engagement a...
We like to bring an element of fun and games into our information literacy teaching when we can, whe...
Collectively, the world\u27s population spends about 3 billion hours a week playing video games. To ...
The purpose of this project was to examine the role of Gamification in increasing first year student...
Research on gamification shows that it has positive impacts on learning, performance, motivation, an...
The article examines the experience of introducing gamification in the activities of the Scientific ...
Innovative new digital technologies arise within the field of education every day. There seems to be...
Gamification is crucial in this digital era since the world is becoming a global village. As a resul...
The concept of gamification is receiving increasing attention, particularly for its potential to mot...
Game based learning is receiving increased attention, including from the New Media Corporation’s 201...
Two new trends in education: BYOD (bring your own device) and games and gamification are steadily be...