Gamification in higher education: a how-to instructional guide
Gespeichert in:
Hauptverfasser: | , |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
New York ; London
Routledge
2024
|
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis Klappentext |
Beschreibung: | x, 252 Seiten |
ISBN: | 9781642673920 9781642673937 |
Internformat
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Datensatz im Suchindex
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adam_text |
CONTENTS About the Authors Foreword Introduction vit v^ 1 PARTI Why Gamify? 9 1 What is Gamification? 13 2 Gamification in Higher Education 26 3 The Pit(falls) and the Pendulum: Dos and Don’ts 36 PART II How to Gamify Course Elements 43 4 Gamifying Case Studies 47 5 Role-Playing and Representing 62
vi Contents 6 Court Trial and Error 71 7 Whodunit? 77 PART III How to Gamify Entire Courses 85 8 The Anatomy of a Gamified Biology Course 89 9 Internship at an AcademicMagazine 104 10 Keepers of the Historical Documents 124 11 Unfolding Case Study of a Course on Nursing Care in the Community 140 PART IV Games 165 12 Tabletop Board Games and Card Games 169 13 Library Search Survivor 176 14 Escape Rooms 183 15 Recognizable Games 192 16 The End Game 199 Appendix A: Star Trek® Episode and Movie Compendium Lists Appendix B: Free and Canvas Resources References Index 201 221 226 237
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-bystep 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. |
adam_txt |
CONTENTS About the Authors Foreword Introduction vit v^ 1 PARTI Why Gamify? 9 1 What is Gamification? 13 2 Gamification in Higher Education 26 3 The Pit(falls) and the Pendulum: Dos and Don’ts 36 PART II How to Gamify Course Elements 43 4 Gamifying Case Studies 47 5 Role-Playing and Representing 62
vi Contents 6 Court Trial and Error 71 7 Whodunit? 77 PART III How to Gamify Entire Courses 85 8 The Anatomy of a Gamified Biology Course 89 9 Internship at an AcademicMagazine 104 10 Keepers of the Historical Documents 124 11 Unfolding Case Study of a Course on Nursing Care in the Community 140 PART IV Games 165 12 Tabletop Board Games and Card Games 169 13 Library Search Survivor 176 14 Escape Rooms 183 15 Recognizable Games 192 16 The End Game 199 Appendix A: Star Trek® Episode and Movie Compendium Lists Appendix B: Free and Canvas Resources References Index 201 221 226 237
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-bystep 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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author | Adare-Tasiwoopa ápi, Sierra 1956- Silva, Nathan 1981- |
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author_role | aut aut |
author_sort | Adare-Tasiwoopa ápi, Sierra 1956- |
author_variant | á s a t ása ásat n s ns |
building | Verbundindex |
bvnumber | BV049400585 |
classification_rvk | AL 34330 DG 9400 DM 3000 |
ctrlnum | (OCoLC)1407256644 (DE-599)BVBBV049400585 |
discipline | Allgemeines Pädagogik |
discipline_str_mv | Allgemeines Pädagogik |
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spelling | Adare-Tasiwoopa ápi, Sierra 1956- Verfasser (DE-588)1313645761 aut Gamification in higher education a how-to instructional guide Sierra Adare-Tasiwoopa ápi and Nathan K. Silva New York ; London Routledge 2024 x, 252 Seiten txt rdacontent n rdamedia nc rdacarrier Hochschuldidaktik (DE-588)4025226-7 gnd rswk-swf Gamification (DE-588)1082245879 gnd rswk-swf Simulation (DE-588)4055072-2 gnd rswk-swf Unterrichtsmethode (DE-588)4078637-7 gnd rswk-swf Hochschulunterricht (DE-588)4072562-5 gnd rswk-swf Gamification (DE-588)1082245879 s Unterrichtsmethode (DE-588)4078637-7 s Hochschulunterricht (DE-588)4072562-5 s DE-604 Hochschuldidaktik (DE-588)4025226-7 s Simulation (DE-588)4055072-2 s Silva, Nathan 1981- Verfasser (DE-588)1310096775 aut Erscheint auch als Online-Ausgabe 978-1-003-44495-4 Digitalisierung UB Augsburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=034727841&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis Digitalisierung UB Augsburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=034727841&sequence=000003&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA Klappentext |
spellingShingle | Adare-Tasiwoopa ápi, Sierra 1956- Silva, Nathan 1981- Gamification in higher education a how-to instructional guide Hochschuldidaktik (DE-588)4025226-7 gnd Gamification (DE-588)1082245879 gnd Simulation (DE-588)4055072-2 gnd Unterrichtsmethode (DE-588)4078637-7 gnd Hochschulunterricht (DE-588)4072562-5 gnd |
subject_GND | (DE-588)4025226-7 (DE-588)1082245879 (DE-588)4055072-2 (DE-588)4078637-7 (DE-588)4072562-5 |
title | Gamification in higher education a how-to instructional guide |
title_auth | Gamification in higher education a how-to instructional guide |
title_exact_search | Gamification in higher education a how-to instructional guide |
title_exact_search_txtP | Gamification in higher education a how-to instructional guide |
title_full | Gamification in higher education a how-to instructional guide Sierra Adare-Tasiwoopa ápi and Nathan K. Silva |
title_fullStr | Gamification in higher education a how-to instructional guide Sierra Adare-Tasiwoopa ápi and Nathan K. Silva |
title_full_unstemmed | Gamification in higher education a how-to instructional guide Sierra Adare-Tasiwoopa ápi and Nathan K. Silva |
title_short | Gamification in higher education |
title_sort | gamification in higher education a how to instructional guide |
title_sub | a how-to instructional guide |
topic | Hochschuldidaktik (DE-588)4025226-7 gnd Gamification (DE-588)1082245879 gnd Simulation (DE-588)4055072-2 gnd Unterrichtsmethode (DE-588)4078637-7 gnd Hochschulunterricht (DE-588)4072562-5 gnd |
topic_facet | Hochschuldidaktik Gamification Simulation Unterrichtsmethode Hochschulunterricht |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=034727841&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=034727841&sequence=000003&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA |
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