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Makerspaces and Library Labs Encourage Student Creativity

Makerspaces and Library Labs Encourage Student Creativity | innovative libraries | Scoop.it

Makerspaces offer an almost unending range of opportunities for learning, whether through after-school programs, field trips, collaborative projects linking classrooms and libraries, or a way for students to pursue creative interests and develop practical skills. It will be interesting to see what role the Maker movement continues to play in the many changes public and school libraries face—and embrace.

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Rescooped by Trudy Raymakers from New Digital Media
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10 Gamification Predictions for 2012

1.) Gamification Grows Up

The gamification industry went through its adolescent phase in 2011, as businesses, analysts and press started to take notice of its growth. Like any adolescence, this phase was filled with some awkward misunderstandings, but now business leaders understand the true value of gamification for their key objectives. In 2012 gamification will be an expected part of our digital experiences.

 

2.) Focus on Business Results
Gamification is no longer about adding a few points and badges to a site or rewarding users for short-term engagement. It is about viable and sustainable business results, using proven techniques to influence customer and employee behavior. We will see a rise in expectation for gamification ROI to be proven by real business results.

 

read more: http://blog.badgeville.com/2011/12/30/10-gamification-predictions-for-2012/


Via Matmi
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