Abstract
This paper deals with the topic of applying the concept of gamification in the educational process. The definition of the concept is presented, as well as its description and application. The second part of the paper presents several ICT tools, which can aid in applying gamification in the classroom environment, as well as offers suggestions for activities using these tools.
Cite
CITATION STYLE
APA
Šiptar, D. (2019). Gamification in School Libraries. IASL Annual Conference Proceedings. https://doi.org/10.29173/iasl7389
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