Application of prominent learning theories to game-based learning enhances theoretical grounding for educators
Case studies from diverse international contexts provide real-world examples and insights
Covers digital, mixed media, physical, and active games to suit various learning environments
Explores the impact of gamification on motivation, engagement, and social skills development
Offers practical strategies for integrating gamification into library services and collaboration with stakeholders
Summarized by Shop
Playing Games in the School Library is a comprehensive resource for those looking to explore the use of game-based learning and gamification in the library setting. It illustrates how game play can be developed through applying learning theory to practice, exemplified by case studies taken from a variety of international contexts.
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