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|Other Titles:||To Establish Meaningful Gamification In Library Services|
Graduate institute of library and information studies ,NTNU
Games entice hundreds of millions of people across the globe to spend countless hours and dollars performing. Therefore, gamification is becoming popular in recent years. Gamification is not just a hot topic in libraries or higher education. It is a much bigger society-wide trend. The elements of gamification, such as scoring system, points, budges, challenges, et al., are applied in game-based learning systems, such as SCVNGR, Lemontree. It hopes to help players explore various facets of experience and engage in learning with more pleasure, fun and motivation. However, gamification is far from the panacea, we need to know its potential and limitation. This paper introduces the concept of meaningful gamification through a user-centered exploration and situated motivational design. Game-based learning has gained considerable traction.
|Appears in Collections:||圖書館學與資訊科學|
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