An edition of Gamification (2014)

Gamification

using gaming technology for achieving goals

  • 5 Want to read

My Reading Lists:

Create a new list

Check-In

×Close
Add an optional check-in date. Check-in dates are used to track yearly reading goals.
Today

  • 5 Want to read

Buy this book

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

Gamification

using gaming technology for achieving goals

  • 5 Want to read

This work doesn't have a description yet. Can you add one?

Publish Date
Publisher
Rosen Pub.
Language
English
Pages
48

Buy this book

Previews available in: English

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

Edition Identifiers

Open Library
OL30660426M
Internet Archive
gamificationusin0000shea_c7f5
ISBN 13
9781448895120
LCCN
2012036231

Work Identifiers

Work ID
OL22640283W

Community Reviews (0)

No community reviews have been submitted for this work.

Lists

This work does not appear on any lists.

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