WALSH, A. The Potential for Using Gamification in Academic Libraries in Order to Increase Student Engagement and Achievement. Nordic Journal of Information Literacy in Higher Education, [S. l.], v. 6, n. 1, p. 39–51, 2014. DOI: 10.15845/noril.v6i1.214. Disponível em: https://noril.uib.no/article/view/2506. Acesso em: 24 apr. 2024.