This book explores how writers from several different cultures learn to write in their academic settings, and how their writing practices interact with and contribute to their evolving identities as students and professionals in academic environments in higher education.
Drawing from their own first-hand experience, research, and networking, the authors feature best practices that educators and game designers in LIS specifically and other educational fields generally need to know so that they build classroom games that students want to play.
Call Number: Lewis Library Main Stacks GV1469.17.S63 G365 2017
Publication Date: 2016
"This compendium introduces game theory and gamification to a number of different domains and describes their professional application in information systems. It explains how playful functions can be implemented in various contexts and highlights a range of concrete scenarios planned and developed for several large corporations."
Call Number: Online access and Lewis Library Main Stacks HF5386.5 .G65 2009
Publication Date: 2009
Filled with real-world, entertaining examples of games in action, Games at Work is an invaluable resource for managers and all professionals who want to substitute straight talk for games in their organizations and boost productivity, commitment, innovation, and—ultimately—the bottom line.
The book is both a history and a study of the different types of games and of their profound effect on culture and society. The author retraces the early history of games and of their legislations and pitfalls, from Asia to Greece, from India to Middle East, including Italy and Ancient Rome.
Call Number: Lewis Library Main Stacks LB1029 .S53 G44 2010
Publication Date: 2010
The authors argue that women gamers, too often ignored as gamers, are in many respects leading the way in this trend towards design, cultural production, new learning communities, and the combination of technical proficiency with emotional and social intelligence.