Udvidet returret til d. 31. januar 2025

Gamification in Higher Education - Sierra Adare-Tasiwoopa Ápi - Bog

- A How-To Instructional Guide

Bag om Gamification in Higher Education

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.

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  • Sprog:
  • Engelsk
  • ISBN:
  • 9781642673937
  • Indbinding:
  • Paperback
  • Sideantal:
  • 252
  • Udgivet:
  • 30. oktober 2023
  • Størrelse:
  • 152x229x14 mm.
  • Vægt:
  • 358 g.
  • 8-11 hverdage.
  • 11. december 2024
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Forlænget returret til d. 31. januar 2025

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Beskrivelse af Gamification in Higher Education

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.

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