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E-grāmata: Gamification in Higher Education: A How-To Instructional Guide [Taylor & Francis e-book]

  • Formāts: 252 pages, 15 Tables, black and white; 6 Line drawings, black and white; 6 Illustrations, black and white
  • Izdošanas datums: 30-Oct-2023
  • Izdevniecība: Routledge
  • ISBN-13: 9781003444954
Citas grāmatas par šo tēmu:
  • Taylor & Francis e-book
  • Cena: 155,64 €*
  • * this price gives unlimited concurrent access for unlimited time
  • Standarta cena: 222,34 €
  • Ietaupiet 30%
  • Formāts: 252 pages, 15 Tables, black and white; 6 Line drawings, black and white; 6 Illustrations, black and white
  • Izdošanas datums: 30-Oct-2023
  • Izdevniecība: Routledge
  • ISBN-13: 9781003444954
Citas grāmatas par šo tēmu:

Gamification in Higher Education is a user-friendly text for anyone curious about gamification and how it increases student engagement.



Gamification in Higher Education is a user-friendly text for anyone curious about gamification and how it increases student engagement.

This book presents actual examples from gamified college courses, furnishing strategies and detailed plans for integrating gamification, regardless of the subject area, discipline, or modality. Moreover, the step-by-step how-to aspects of gamification that do not require expensive, proprietary gaming software set this book apart from others in the field. Gamification in Higher Education explores ways to incorporate real-world simulations and promote critical thinking skill, while focusing on storytelling through which to draw in students and help them get into the game, both literally and figuratively. Additionally, the book examines gamification research and how it can be used to support reluctant learners who normally struggle with complex course content. The authors share their experiences with what has worked and, more importantly, what has not worked in adding gamification to their courses.

This key resource offers educators a practical guide that will take instructors step-by-step through the design, development, and implementation of game elements, games, and fully gamified courses without using costly specialized software. Its conversational tone endeavors to put educators, whether novice, mid-career, or veteran, at ease with the process of gamification.

Part I: Why Gamify?
1. What is Gamification?
2. Gamification in Higher
Education
3. The Pit(falls) and the Pendulum: Dos and Donts Part II: How to
Gamify Course Elements
4. Gamifying Case Studies
5. Role-Playing &
Representing
6. Court Trial and Error
7. Whodunit? Part III: How to Gamify
Entire Courses
8. The Anatomy of a Gamified Biology Course
9. Internship at
an Academic Magazine
10. Keepers of the Historical Documents
11. Unfolding
Case Study of a Course on Nursing Care in the Community Part IV: Games
12.
Tabletop Board Games and Card Games
13. Library Search Survivor
14. Escape
Rooms
15. Recognizable Games
16. The End Game Appendix A: Star Trek® Episode
and Movie Compendium Lists Appendix B: Free and Canvas Resources
Sierra Adare-Tasiwoopa įpi is the instructional technologist for Nevada State University, USA.

Nathan K. Silva is a biology lecturer at Nevada State University, USA.