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006 m o d |
007 cr cnu||||||||
008 200807s2020 xx a o 000 0 eng d
020 _z9780838947869
020 _a9780838947876 (e-book)
035 _a(MiAaPQ)EBC6181638
035 _a(Au-PeEL)EBL6181638
035 _a(OCoLC)1152055930
040 _aMiAaPQ
_beng
_erda
_epn
_cMiAaPQ
_dMiAaPQ
050 4 _aAS1
_b.C769 2020
082 0 _a060
_223
245 0 0 _aGames and gamification in academic libraries /
_cediteed by Stephanie Crowe, Eva Sclippa.
264 1 _a[Place of publication not identified] :
_bAssociation of College and Research Libraries,
_c2020.
300 _a1 online resource (328 pages) :
_billustrations
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
590 _aElectronic reproduction. Ann Arbor, MI : ProQuest, 2018. Available via World Wide Web. Access may be limited to ProQuest affiliated libraries.
650 0 _aEducational games.
_9200176
650 0 _aGamification.
_9200177
650 0 _aComputer-assisted instruction.
_9200178
655 4 _aElectronic books.
_9200179
700 1 _aSclippa, Eva,
_eeditor.
_9200180
700 1 _aCrowe, Stephanie,
_eeditor.
_9200181
776 0 8 _iPrint version:
_tGames and gamification in academic libraries.
_d[Place of publication not identified] : Association of College and Research Libraries, 2020
_h328 pages
_z9780838947869
_w(DLC) 2020936639
797 2 _aProQuest (Firm)
856 4 0 _uhttps://ebookcentral.proquest.com/lib/audubai/detail.action?docID=6181638
_zClick here to access online
942 _2lcc
_cEBOOKS
999 _c52063
_d52063
907 _a52063