Postsecondary play :: the role of games and social media in higher education /
Part of the barrier to college access is navigating the elaborate application process with its multiple essays, test scores, and deadlines. For students without substantial school and family support, this is enough to make entering college impossible.
Gespeichert in:
Weitere Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Baltimore :
Johns Hopkins University Press,
[2014]
|
Schriftenreihe: | Tech.edu.
|
Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | Part of the barrier to college access is navigating the elaborate application process with its multiple essays, test scores, and deadlines. For students without substantial school and family support, this is enough to make entering college impossible. |
Beschreibung: | 1 online resource (vi, 336 pages) |
Bibliographie: | Includes bibliographical references and index. |
ISBN: | 9781421413075 1421413078 |
Internformat
MARC
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245 | 0 | 0 | |a Postsecondary play : |b the role of games and social media in higher education / |c edited by William G. Tierney, Zoe B. Corwin, Tracy Fullerton, and Gisele Ragusa. |
264 | 1 | |a Baltimore : |b Johns Hopkins University Press, |c [2014] | |
264 | 4 | |c ©2014 | |
300 | |a 1 online resource (vi, 336 pages) | ||
336 | |a text |b txt |2 rdacontent | ||
337 | |a computer |b c |2 rdamedia | ||
338 | |a online resource |b cr |2 rdacarrier | ||
490 | 1 | |a Tech.edu | |
520 | |a Part of the barrier to college access is navigating the elaborate application process with its multiple essays, test scores, and deadlines. For students without substantial school and family support, this is enough to make entering college impossible. | ||
504 | |a Includes bibliographical references and index. | ||
505 | 0 | |a Introduction, why games and social media? / Zoë B. Corwin, William G. Tierney, Tracy Fullerton, and Gisele Ragusa -- The disruptive future of higher education / William G. Tierney -- The need to increase college enrollment and completion / Laura W. Perna -- Transition readiness: making the shift from high school to college in a social media world / David Conley and Mary Seburn -- From communication to community: how games and social media affect postsecondary stakeholders / Zoë B. Corwin -- What games do well: mastering concepts in play / Tracy Fullerton -- The open laptop exam: reflections and expectations / Henry Jenkins and Adam S. Kahn -- Games, passion, and "higher" education / James Paul Gee -- Game-like learning: leveraging the qualities of game design and play / Katie Salen -- Assessing learning in video games / Valerie Shute, Matthew Ventura, Yoon Jeon Kim, and Lubin Wang -- Implications and applications of sociable gaming for higher education / Nicole B. Ellison, Donghee Yvonne Wohn, and Carrie Heeter -- Gender, social media, games, and the college landscape / Gisele Ragusa -- How much technology is enough? / Steven Weiland -- Conclusion: the shape of things to come / William G. Tierney and Zoë B. Corwin. | |
588 | 0 | |a Print version record. | |
546 | |a English. | ||
650 | 0 | |a Education, Higher |x Effect of technological innovations on. |0 http://id.loc.gov/authorities/subjects/sh86007348 | |
650 | 0 | |a Education, Higher |x Social aspects. | |
650 | 0 | |a Play |x Social aspects. | |
650 | 0 | |a Video games. |0 http://id.loc.gov/authorities/subjects/sh85143202 | |
650 | 0 | |a Social media. |0 http://id.loc.gov/authorities/subjects/sh2006007023 | |
650 | 2 | |a Video Games |0 https://id.nlm.nih.gov/mesh/D018910 | |
650 | 2 | |a Social Media |0 https://id.nlm.nih.gov/mesh/D061108 | |
650 | 6 | |a Enseignement supérieur |x Effets des innovations sur. | |
650 | 6 | |a Enseignement supérieur |x Aspect social. | |
650 | 6 | |a Jeu |x Aspect social. | |
650 | 6 | |a Jeux vidéo. | |
650 | 6 | |a Médias sociaux. | |
650 | 7 | |a video games. |2 aat | |
650 | 7 | |a social media. |2 aat | |
650 | 7 | |a EDUCATION |x Higher. |2 bisacsh | |
650 | 7 | |a GAMES |x Video & Electronic. |2 bisacsh | |
650 | 7 | |a SOCIAL SCIENCE |x Media Studies. |2 bisacsh | |
650 | 7 | |a Computer games |2 fast | |
650 | 7 | |a Education, Higher |x Effect of technological innovations on |2 fast | |
650 | 7 | |a Education, Higher |x Social aspects |2 fast | |
650 | 7 | |a Play |x Social aspects |2 fast | |
650 | 7 | |a Social media |2 fast | |
650 | 7 | |a Video games |2 fast | |
650 | 7 | |a Hochschulbildung |2 gnd |0 http://d-nb.info/gnd/4160198-1 | |
650 | 7 | |a Videospiel |2 gnd |0 http://d-nb.info/gnd/4063465-6 | |
650 | 7 | |a Computerspiel |2 gnd |0 http://d-nb.info/gnd/4010457-6 | |
650 | 7 | |a Soziale Software |2 gnd |0 http://d-nb.info/gnd/7550143-0 | |
700 | 1 | |a Tierney, William G., |e editor. |1 https://id.oclc.org/worldcat/entity/E39PCjrffPVV7HjpFFDG7ppfpX |0 http://id.loc.gov/authorities/names/n87103753 | |
758 | |i has work: |a Postsecondary play (Text) |1 https://id.oclc.org/worldcat/entity/E39PCGb4HyqbHFcryH6mfvcPry |4 https://id.oclc.org/worldcat/ontology/hasWork | ||
776 | 0 | 8 | |i Print version: |t Postsecondary play. |d Baltimore, Maryland : Johns Hopkins University Press, 2014 |z 9781421413068 |w (DLC) 2013029166 |w (OCoLC)863043779 |
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Datensatz im Suchindex
DE-BY-FWS_katkey | ZDB-4-EBA-ocn880147747 |
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adam_text | |
any_adam_object | |
author2 | Tierney, William G. |
author2_role | edt |
author2_variant | w g t wg wgt |
author_GND | http://id.loc.gov/authorities/names/n87103753 |
author_facet | Tierney, William G. |
building | Verbundindex |
bvnumber | localFWS |
callnumber-first | L - Education |
callnumber-label | LB2395 |
callnumber-raw | LB2395.7 .P68 2014eb |
callnumber-search | LB2395.7 .P68 2014eb |
callnumber-sort | LB 42395.7 P68 42014EB |
callnumber-subject | LB - Theory and Practice of Education |
collection | ZDB-4-EBA |
contents | Introduction, why games and social media? / Zoë B. Corwin, William G. Tierney, Tracy Fullerton, and Gisele Ragusa -- The disruptive future of higher education / William G. Tierney -- The need to increase college enrollment and completion / Laura W. Perna -- Transition readiness: making the shift from high school to college in a social media world / David Conley and Mary Seburn -- From communication to community: how games and social media affect postsecondary stakeholders / Zoë B. Corwin -- What games do well: mastering concepts in play / Tracy Fullerton -- The open laptop exam: reflections and expectations / Henry Jenkins and Adam S. Kahn -- Games, passion, and "higher" education / James Paul Gee -- Game-like learning: leveraging the qualities of game design and play / Katie Salen -- Assessing learning in video games / Valerie Shute, Matthew Ventura, Yoon Jeon Kim, and Lubin Wang -- Implications and applications of sociable gaming for higher education / Nicole B. Ellison, Donghee Yvonne Wohn, and Carrie Heeter -- Gender, social media, games, and the college landscape / Gisele Ragusa -- How much technology is enough? / Steven Weiland -- Conclusion: the shape of things to come / William G. Tierney and Zoë B. Corwin. |
ctrlnum | (OCoLC)880147747 |
dewey-full | 378.1734 |
dewey-hundreds | 300 - Social sciences |
dewey-ones | 378 - Higher education (Tertiary education) |
dewey-raw | 378.1734 |
dewey-search | 378.1734 |
dewey-sort | 3378.1734 |
dewey-tens | 370 - Education |
discipline | Pädagogik |
format | Electronic eBook |
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id | ZDB-4-EBA-ocn880147747 |
illustrated | Not Illustrated |
indexdate | 2024-11-27T13:25:59Z |
institution | BVB |
isbn | 9781421413075 1421413078 |
language | English |
oclc_num | 880147747 |
open_access_boolean | |
owner | MAIN DE-863 DE-BY-FWS |
owner_facet | MAIN DE-863 DE-BY-FWS |
physical | 1 online resource (vi, 336 pages) |
psigel | ZDB-4-EBA |
publishDate | 2014 |
publishDateSearch | 2014 |
publishDateSort | 2014 |
publisher | Johns Hopkins University Press, |
record_format | marc |
series | Tech.edu. |
series2 | Tech.edu |
spelling | Postsecondary play : the role of games and social media in higher education / edited by William G. Tierney, Zoe B. Corwin, Tracy Fullerton, and Gisele Ragusa. Baltimore : Johns Hopkins University Press, [2014] ©2014 1 online resource (vi, 336 pages) text txt rdacontent computer c rdamedia online resource cr rdacarrier Tech.edu Part of the barrier to college access is navigating the elaborate application process with its multiple essays, test scores, and deadlines. For students without substantial school and family support, this is enough to make entering college impossible. Includes bibliographical references and index. Introduction, why games and social media? / Zoë B. Corwin, William G. Tierney, Tracy Fullerton, and Gisele Ragusa -- The disruptive future of higher education / William G. Tierney -- The need to increase college enrollment and completion / Laura W. Perna -- Transition readiness: making the shift from high school to college in a social media world / David Conley and Mary Seburn -- From communication to community: how games and social media affect postsecondary stakeholders / Zoë B. Corwin -- What games do well: mastering concepts in play / Tracy Fullerton -- The open laptop exam: reflections and expectations / Henry Jenkins and Adam S. Kahn -- Games, passion, and "higher" education / James Paul Gee -- Game-like learning: leveraging the qualities of game design and play / Katie Salen -- Assessing learning in video games / Valerie Shute, Matthew Ventura, Yoon Jeon Kim, and Lubin Wang -- Implications and applications of sociable gaming for higher education / Nicole B. Ellison, Donghee Yvonne Wohn, and Carrie Heeter -- Gender, social media, games, and the college landscape / Gisele Ragusa -- How much technology is enough? / Steven Weiland -- Conclusion: the shape of things to come / William G. Tierney and Zoë B. Corwin. Print version record. English. Education, Higher Effect of technological innovations on. http://id.loc.gov/authorities/subjects/sh86007348 Education, Higher Social aspects. Play Social aspects. Video games. http://id.loc.gov/authorities/subjects/sh85143202 Social media. http://id.loc.gov/authorities/subjects/sh2006007023 Video Games https://id.nlm.nih.gov/mesh/D018910 Social Media https://id.nlm.nih.gov/mesh/D061108 Enseignement supérieur Effets des innovations sur. Enseignement supérieur Aspect social. Jeu Aspect social. Jeux vidéo. Médias sociaux. video games. aat social media. aat EDUCATION Higher. bisacsh GAMES Video & Electronic. bisacsh SOCIAL SCIENCE Media Studies. bisacsh Computer games fast Education, Higher Effect of technological innovations on fast Education, Higher Social aspects fast Play Social aspects fast Social media fast Video games fast Hochschulbildung gnd http://d-nb.info/gnd/4160198-1 Videospiel gnd http://d-nb.info/gnd/4063465-6 Computerspiel gnd http://d-nb.info/gnd/4010457-6 Soziale Software gnd http://d-nb.info/gnd/7550143-0 Tierney, William G., editor. https://id.oclc.org/worldcat/entity/E39PCjrffPVV7HjpFFDG7ppfpX http://id.loc.gov/authorities/names/n87103753 has work: Postsecondary play (Text) https://id.oclc.org/worldcat/entity/E39PCGb4HyqbHFcryH6mfvcPry https://id.oclc.org/worldcat/ontology/hasWork Print version: Postsecondary play. Baltimore, Maryland : Johns Hopkins University Press, 2014 9781421413068 (DLC) 2013029166 (OCoLC)863043779 Tech.edu. http://id.loc.gov/authorities/names/no2014094929 FWS01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=662194 Volltext |
spellingShingle | Postsecondary play : the role of games and social media in higher education / Tech.edu. Introduction, why games and social media? / Zoë B. Corwin, William G. Tierney, Tracy Fullerton, and Gisele Ragusa -- The disruptive future of higher education / William G. Tierney -- The need to increase college enrollment and completion / Laura W. Perna -- Transition readiness: making the shift from high school to college in a social media world / David Conley and Mary Seburn -- From communication to community: how games and social media affect postsecondary stakeholders / Zoë B. Corwin -- What games do well: mastering concepts in play / Tracy Fullerton -- The open laptop exam: reflections and expectations / Henry Jenkins and Adam S. Kahn -- Games, passion, and "higher" education / James Paul Gee -- Game-like learning: leveraging the qualities of game design and play / Katie Salen -- Assessing learning in video games / Valerie Shute, Matthew Ventura, Yoon Jeon Kim, and Lubin Wang -- Implications and applications of sociable gaming for higher education / Nicole B. Ellison, Donghee Yvonne Wohn, and Carrie Heeter -- Gender, social media, games, and the college landscape / Gisele Ragusa -- How much technology is enough? / Steven Weiland -- Conclusion: the shape of things to come / William G. Tierney and Zoë B. Corwin. Education, Higher Effect of technological innovations on. http://id.loc.gov/authorities/subjects/sh86007348 Education, Higher Social aspects. Play Social aspects. Video games. http://id.loc.gov/authorities/subjects/sh85143202 Social media. http://id.loc.gov/authorities/subjects/sh2006007023 Video Games https://id.nlm.nih.gov/mesh/D018910 Social Media https://id.nlm.nih.gov/mesh/D061108 Enseignement supérieur Effets des innovations sur. Enseignement supérieur Aspect social. Jeu Aspect social. Jeux vidéo. Médias sociaux. video games. aat social media. aat EDUCATION Higher. bisacsh GAMES Video & Electronic. bisacsh SOCIAL SCIENCE Media Studies. bisacsh Computer games fast Education, Higher Effect of technological innovations on fast Education, Higher Social aspects fast Play Social aspects fast Social media fast Video games fast Hochschulbildung gnd http://d-nb.info/gnd/4160198-1 Videospiel gnd http://d-nb.info/gnd/4063465-6 Computerspiel gnd http://d-nb.info/gnd/4010457-6 Soziale Software gnd http://d-nb.info/gnd/7550143-0 |
subject_GND | http://id.loc.gov/authorities/subjects/sh86007348 http://id.loc.gov/authorities/subjects/sh85143202 http://id.loc.gov/authorities/subjects/sh2006007023 https://id.nlm.nih.gov/mesh/D018910 https://id.nlm.nih.gov/mesh/D061108 http://d-nb.info/gnd/4160198-1 http://d-nb.info/gnd/4063465-6 http://d-nb.info/gnd/4010457-6 http://d-nb.info/gnd/7550143-0 |
title | Postsecondary play : the role of games and social media in higher education / |
title_auth | Postsecondary play : the role of games and social media in higher education / |
title_exact_search | Postsecondary play : the role of games and social media in higher education / |
title_full | Postsecondary play : the role of games and social media in higher education / edited by William G. Tierney, Zoe B. Corwin, Tracy Fullerton, and Gisele Ragusa. |
title_fullStr | Postsecondary play : the role of games and social media in higher education / edited by William G. Tierney, Zoe B. Corwin, Tracy Fullerton, and Gisele Ragusa. |
title_full_unstemmed | Postsecondary play : the role of games and social media in higher education / edited by William G. Tierney, Zoe B. Corwin, Tracy Fullerton, and Gisele Ragusa. |
title_short | Postsecondary play : |
title_sort | postsecondary play the role of games and social media in higher education |
title_sub | the role of games and social media in higher education / |
topic | Education, Higher Effect of technological innovations on. http://id.loc.gov/authorities/subjects/sh86007348 Education, Higher Social aspects. Play Social aspects. Video games. http://id.loc.gov/authorities/subjects/sh85143202 Social media. http://id.loc.gov/authorities/subjects/sh2006007023 Video Games https://id.nlm.nih.gov/mesh/D018910 Social Media https://id.nlm.nih.gov/mesh/D061108 Enseignement supérieur Effets des innovations sur. Enseignement supérieur Aspect social. Jeu Aspect social. Jeux vidéo. Médias sociaux. video games. aat social media. aat EDUCATION Higher. bisacsh GAMES Video & Electronic. bisacsh SOCIAL SCIENCE Media Studies. bisacsh Computer games fast Education, Higher Effect of technological innovations on fast Education, Higher Social aspects fast Play Social aspects fast Social media fast Video games fast Hochschulbildung gnd http://d-nb.info/gnd/4160198-1 Videospiel gnd http://d-nb.info/gnd/4063465-6 Computerspiel gnd http://d-nb.info/gnd/4010457-6 Soziale Software gnd http://d-nb.info/gnd/7550143-0 |
topic_facet | Education, Higher Effect of technological innovations on. Education, Higher Social aspects. Play Social aspects. Video games. Social media. Video Games Social Media Enseignement supérieur Effets des innovations sur. Enseignement supérieur Aspect social. Jeu Aspect social. Jeux vidéo. Médias sociaux. video games. social media. EDUCATION Higher. GAMES Video & Electronic. SOCIAL SCIENCE Media Studies. Computer games Education, Higher Effect of technological innovations on Education, Higher Social aspects Play Social aspects Social media Video games Hochschulbildung Videospiel Computerspiel Soziale Software |
url | https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=662194 |
work_keys_str_mv | AT tierneywilliamg postsecondaryplaytheroleofgamesandsocialmediainhighereducation |