We can't find the internet
Attempting to reconnect
Something went wrong
Hang in there while we get back on track
£45.16
Rowman & Littlefield Publishers Game It Up!: Using Gamification to Incentivize Your Library: 7 (Library Technology Essentials)
Price data checked 4 days ago
We'll watch every seller, every day. One email when your price arrives.
This is the most expensive it has ever been. Walk away.
£45 today · previous high £45 · all-time low £45
NEW HERE?
Amazon shows you one price. We show you all of them.
Tosheroon watches Amazon prices so you don't have to. Every product on Amazon has a price history — we make it visible. Set the price you'd actually pay, and we'll email you the second it gets there. No app, no account, one email.
WHAT'S ON THIS PAGE
when this has been cheap or pricey
where the price is heading next
all-time high & low, recent range
name your number, we'll email you
Price History & Forecast
Grey patches = out of stock. Cheaper = lower on the chart. Hover for exact prices.
Last 87 days · 87 data points (no recent data)
Price Distribution
Price distribution over 87 days • 1 price levels
Price Analysis
Most common price: £45 (87 days, 100.0%)
Price range: £45 - £45
Price levels: 1 different prices over 87 days
Description
Product Specifications
- Format
- paperback
- ASIN
- 1442253355
- Domain
- Amazon UK
- Release Date
- 14 August 2015
- Listed Since
- 28 March 2015
Barcode
No barcode data available
Similar Products You Might Like
Gamification in Learning and Education: Enjoy Learning Like Gaming (Advances in Game-Based Learning)
Springer
Game-Based Learning and Gamification for Education
Gamification: Using Game Elements in Serious Contexts (Progress in IS)
Springer
Gaming Innovations in Higher Education - IGI Global Book
Information Science Reference
Design, Motivation, and Frameworks in Game-Based Learning
Information Science Reference
Pfeiffer Gamification of Learning and Instruction Fieldbook
Pfeiffer
Design, Motivation, and Frameworks in Game-Based Learning
Information Science Reference
Gamification in the RhetComp Curriculum (Series in Critical Media Studies)
Gamification Strategies for Retention, Motivation, and Engagement in Higher Education: Emerging Research and Opportunities
Information Science Reference
The Gamification of Higher Education: Developing a Game-Based Business Strategy in a Disrupted Marketplace
MACMILLAN
Handbook of Research on Holistic Perspectives in Gamification for Clinical Practice (Advances in Medical Technologies and Clinical Practice)
Ingramcontent
Librarian's Guide to Games and Gamers: From Collection Development to Advisory Services
By
Gamification for Business: Why Innovators and Changemakers use Games to break down Silos, Drive Engagement and Build Trust
Kogan Page
Practical Perspectives on Educational Theory and Game Development (Advances in Educational Technologies and Instructional Design)
Information Science Reference
Cases on Digital Game-Based Learning: Methods, Models, and Strategies
Information Science Reference
Computer Games as Educational and Management Tools: Uses and Approaches
Information Science Reference
Gamification for Human Factors Integration: Social, Education, and Psychological Issues (Advances in Human and Social Aspects of Technology)
Information Science Reference
Global Perspectives on Gameful and Playful Teaching and Learning
Information Science Reference
Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study (Advances in Game-Based Learning)
Information Science Reference
Video Games and Interactive Media: A Glimpse at New Digital Entertainment
Routledge