9780838959534 - Understanding Gamification by Kim, Bohyun (6 results)

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    • Language: English

      Published by Amer Library Assn, 2014

      0838959539 / 9780838959534

      • Softcover

      Seller: Revaluation Books, Exeter, United KingdomRevaluation Books

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      US$ 75.98

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      Paperback. Condition: Brand New. 36 pages. 10.50x8.25x0.25 inches. In Stock.

    • Language: English

      Published by ALA TechSource, 2015

      0838959539 / 9780838959534

      • Softcover

      Seller: GreatBookPricesUK, Woodford Green, United KingdomGreatBookPricesUK

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      Condition: Used - As new

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      Condition: As New. Unread book in perfect condition.

    • Language: English

      Published by ALA TechSource, 2015

      0838959539 / 9780838959534

      • Softcover

      Seller: GreatBookPrices, Columbia, MD, U.S.A.GreatBookPrices

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    • Language: English

      Published by ALA TechSource, 2015

      0838959539 / 9780838959534

      • Softcover

      Seller: GreatBookPricesUK, Woodford Green, United KingdomGreatBookPricesUK

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      US$ 82.83

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    • Language: English

      Published by American Library Association, 2015

      0838959539 / 9780838959534

      • Softcover

      Seller: moluna, Greven, Germanymoluna

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      US$ 62.89

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      Kartoniert / Broschiert. Condition: New. Gamification, when done right, will engage your library s users, and better yet, help them learn. In this issue of Library Technology Reports, Kim will clarify your understanding of gamification with a range of examples from social causes, education, and li.

    • Language: English

      Published by American Library Association Feb 2015, 2015

      0838959539 / 9780838959534

      • Softcover

      Seller: AHA-BUCH GmbH, Einbeck, GermanyAHA-BUCH GmbH

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      US$ 82.94

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      Taschenbuch. Condition: Neu. Neuware - Gamification, when done right, will engage your library's users, and better yet, help them learn. In this issue of Library Technology Reports, Kim will clarify your understanding of gamification with a range of examples from social causes, education, and libraries. She points out the gaming