Gamification in a library colloquium

dc.contributor.authorJim Rickerson, Clayton State University
dc.date.accessioned2024-02-08T15:16:40Z
dc.date.available2024-02-08T15:16:40Z
dc.date.issued2019-06
dc.description.abstractPresenters: Beth Pye, Gordon State College & Jim Rickerson, Clayton State University Gamification applies the concepts of game design to non-game contexts such as education. The goal in a classroom setting is to engage our students with the material by using game elements such as rewards, social engagement, feedback and problem solving. This breakout session will introduce participants to what classroom gamification encompasses by providing examples of how games are used at other academic institutions as well as resources available to instructors. Participants will also learn how librarians at Gordon State College use elements of gamification as informal assessment for their Critical Thinking Colloquium course.
dc.identifier.urihttps://hdl.handle.net/20.500.12951/84
dc.titleGamification in a library colloquium
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