Downie
Biographic Data
| ID | 53800 |
|---|---|
| NAME | Downie |
| FAMILY NAME | Downie |
| SIGNATURE | DOWNIE |
| AFFILIATIONS | The Ohio State University |
| ORCID | 0000-0003-4664-199X |
| VERIFIED | Yes |
| TOTAL WORKS | 1 |
| TOTAL CITATIONS | 1 |
| AUTHOR COUNT | 1 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2022 |
| LATEST PUBLICATION YEAR | 2022 |
| H-INDEX | 1 |
Investigating the role of gamification in public libraries' literacy-centered youth programming
To support youth literacy, U.S. public libraries must constantly evaluate and adjust their offerings to better support how children engage in educational experiences and integrate the latest trends in teaching and learning. This mission makes libraries a unique source of insight into developing perspectives and pedagogy. The authors were curious whether gamification - an increasingly popular design approach - is one of these modern influences. Us…
Investigating the role of gamification in public libraries' literacy-centered youth programming
To support youth literacy, U.S. public libraries must constantly evaluate and adjust their offerings to better support how children engage in educational experiences and integrate the latest trends in teaching and learning. This mission makes libraries a unique source of insight into developing perspectives and pedagogy. The authors were curious whether gamification - an increasingly popular design approach - is one of these modern influences. Us…
Investigating the role of gamification in public libraries' literacy-centered youth programming
To support youth literacy, U.S. public libraries must constantly evaluate and adjust their offerings to better support how children engage in educational experiences and integrate the latest trends in teaching and learning. This mission makes libraries a unique source of insight into developing perspectives and pedagogy. The authors were curious whether gamification - an increasingly popular design approach - is one of these modern influences. Us…
Computer Science (1 works) · Digital Games and Media (1 works) · Educational Games and Gamification (1 works) · Impact of Technology on Adolescents (1 works) · Information literacy (1 works) · Literacy (1 works) · Media literacy (1 works) · Pedagogy (1 works) · Political science (1 works) · Psychology (1 works)