An edition of Gamification (2014)

Gamification

using gaming technology for achieving goals

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Last edited by MARC Bot
March 26, 2021 | History
An edition of Gamification (2014)

Gamification

using gaming technology for achieving goals

  • 0 Ratings
  • 5 Want to read
  • 0 Currently reading
  • 0 Have read

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Publish Date
Publisher
Rosen Pub.
Language
English
Pages
48

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Previews available in: English

Edition Availability
Cover of: Gamification
Gamification: using gaming technology for achieving goals
2014, Rosen Pub.
in English

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Book Details


Table of Contents

Gaming on the rise
Gamifying the environment
Gamifying education
Gamifying health
Making a worldwide impact.

Edition Notes

Includes bibliographical references (p. 44-45) and index.

Published in
New York
Series
Digital and information literacy

Classifications

Dewey Decimal Class
795
Library of Congress
GV1301 .S48 2014, GV1301.S48 2014

The Physical Object

Pagination
48 p.
Number of pages
48

ID Numbers

Open Library
OL30660426M
Internet Archive
gamificationusin0000shea_c7f5
ISBN 13
9781448895120
LCCN
2012036231

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History

Download catalog record: RDF / JSON
March 26, 2021 Edited by MARC Bot import existing book
January 24, 2021 Edited by ImportBot import existing book
October 18, 2020 Created by MARC Bot import new book