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Gamification in the RhetComp Curriculum - Chris McGunnigle - Bog

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Gamification is an up and coming popular trend in all levels and types of education, including public and private schools, higher education, the military, the private sector, and elsewhere. Gamification introduces aspects of game design like teamwork, competition, rewards and prizes, storytelling, and more into lesson plan units. In many cases, actual games, whether it be Scrabble, Hangman, Candy Crush, Dungeons & Dragons, and many others, are adapted into educational tools. This chapter collection will specifically look at the use of gamification techniques in Freshmen Writing courses and related Composition, Writing and Rhetoric classes. Each chapter will provide sample gamified lessons supported by relevant scholarship in both Gamification Theory and Writing Studies.

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  • Sprog:
  • Engelsk
  • ISBN:
  • 9781648897054
  • Indbinding:
  • Paperback
  • Sideantal:
  • 336
  • Udgivet:
  • 24. maj 2023
  • Størrelse:
  • 152x19x229 mm.
  • Vægt:
  • 488 g.
  • 2-3 uger.
  • 22. januar 2025
På lager
Forlænget returret til d. 31. januar 2025
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Beskrivelse af Gamification in the RhetComp Curriculum

Gamification is an up and coming popular trend in all levels and types of education, including public and private schools, higher education, the military, the private sector, and elsewhere. Gamification introduces aspects of game design like teamwork, competition, rewards and prizes, storytelling, and more into lesson plan units. In many cases, actual games, whether it be Scrabble, Hangman, Candy Crush, Dungeons & Dragons, and many others, are adapted into educational tools. This chapter collection will specifically look at the use of gamification techniques in Freshmen Writing courses and related Composition, Writing and Rhetoric classes. Each chapter will provide sample gamified lessons supported by relevant scholarship in both Gamification Theory and Writing Studies.

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