id author title date pages extension mime words sentences flesch summary cache txt 12209 Reed, Karen; Miller, A Applying Gamification to the Library Orientation 2020-09-21 26 .pdf application/pdf 9025 658 53 Applying Gamification to the Library Orientation: A Study of Interactive User Experience and Engagement Preferences library orientation for four specific user groups: undergraduate students, graduate students, faculty, experiences with students and faculty.4 The authors defined the library orientation differently been conducted to understand the different online, gamified orientation needs of various library via storytelling software to orient four different groups of users to the library's services. participate in the gamified experience called LibGO (short for library game orientation). study surveyed 44 students who took a redesigned library tour, all of whom were undergraduates they created a game to orient all new students to the library prior to arrival on campus.26 The understand the different online, gamified orientation needs of various library groups. 1. Which group(s) of library users prefer to be oriented to library services and resources on the specific library orientation needs of graduate students and faculty. ./cache/12209.pdf ./txt/12209.txt