Use the techniques and rules of the games in achieving serious goals gamification to activate the use of social networks in the education library science: curriculum "advanced substantive analysis" at the University of Alexandria as a mode | ||||
International Journal of Library and Information Sciences | ||||
Article 2, Volume 5, Issue 1, January 2018, Page 16-50 PDF (1.21 MB) | ||||
Document Type: Original Article | ||||
DOI: 10.21608/ijlis.2018.70323 | ||||
View on SCiNiTO | ||||
Author | ||||
Amany Zakaria Al-Ramady* | ||||
قسم المکتبات جامعة الاسکندرية | ||||
Abstract | ||||
University students in the age of information technology are no longer keen to study in the traditional ways used by previous generations, as the researcher observed. It is therefore necessary for teachers to develop their teaching methods to cope with the needs of contemporary students. One of these modern developments is education through games. The study aims to facilitate the teaching of a course that requires a lot of effort, focus, perseverance and logical thinking(namely, Advanced subject Analysis ,or thesaurus construction). This study aims to suggest a design for some learning assignments, which are gradual in difficulty. These assignments, which have interactive gaming features, are special for the preparation of thesaurus records. To facilitate the intensive funny desirable training for students, and the interaction among students on the one hand, and between the students and their professor on the other; these assignments can be made available through a social networking platform | ||||
Keywords | ||||
Social networks | ||||
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