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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.
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.
Sierra Adare-Tasiwoopa ápi is the instructional technologist for Nevada State University, USA.
Nathan K. Silva is a biology lecturer at Nevada State University, USA.
Part I: Why Gamify? 1. What is Gamification? 2. Gamification in Higher Education 3. The Pit(falls) and the Pendulum: Dos and Don'ts 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
Erscheinungsjahr: | 2023 |
---|---|
Fachbereich: | Bildungswesen |
Genre: | Erziehung & Bildung, Importe |
Rubrik: | Sozialwissenschaften |
Medium: | Taschenbuch |
Inhalt: | Einband - flex.(Paperback) |
ISBN-13: | 9781642673937 |
ISBN-10: | 1642673935 |
Sprache: | Englisch |
Ausstattung / Beilage: | Paperback |
Einband: | Kartoniert / Broschiert |
Autor: |
Adare-Tasiwoopa Ápi, Sierra
Silva, Nathan K. |
Hersteller: | Routledge |
Verantwortliche Person für die EU: | Books on Demand GmbH, In de Tarpen 42, D-22848 Norderstedt, info@bod.de |
Maße: | 229 x 152 x 14 mm |
Von/Mit: | Sierra Adare-Tasiwoopa Ápi (u. a.) |
Erscheinungsdatum: | 30.10.2023 |
Gewicht: | 0,388 kg |
Sierra Adare-Tasiwoopa ápi is the instructional technologist for Nevada State University, USA.
Nathan K. Silva is a biology lecturer at Nevada State University, USA.
Part I: Why Gamify? 1. What is Gamification? 2. Gamification in Higher Education 3. The Pit(falls) and the Pendulum: Dos and Don'ts 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
Erscheinungsjahr: | 2023 |
---|---|
Fachbereich: | Bildungswesen |
Genre: | Erziehung & Bildung, Importe |
Rubrik: | Sozialwissenschaften |
Medium: | Taschenbuch |
Inhalt: | Einband - flex.(Paperback) |
ISBN-13: | 9781642673937 |
ISBN-10: | 1642673935 |
Sprache: | Englisch |
Ausstattung / Beilage: | Paperback |
Einband: | Kartoniert / Broschiert |
Autor: |
Adare-Tasiwoopa Ápi, Sierra
Silva, Nathan K. |
Hersteller: | Routledge |
Verantwortliche Person für die EU: | Books on Demand GmbH, In de Tarpen 42, D-22848 Norderstedt, info@bod.de |
Maße: | 229 x 152 x 14 mm |
Von/Mit: | Sierra Adare-Tasiwoopa Ápi (u. a.) |
Erscheinungsdatum: | 30.10.2023 |
Gewicht: | 0,388 kg |