MARC details
000 -LEADER |
fixed length control field |
04252cam a2200469 i 4500 |
001 - CONTROL NUMBER |
control field |
23229757 |
003 - CONTROL NUMBER IDENTIFIER |
control field |
OSt |
005 - DATE AND TIME OF LATEST TRANSACTION |
control field |
20241206130512.0 |
006 - FIXED-LENGTH DATA ELEMENTS--ADDITIONAL MATERIAL CHARACTERISTICS |
fixed length control field |
m |o d | |
007 - PHYSICAL DESCRIPTION FIXED FIELD--GENERAL INFORMATION |
fixed length control field |
cr_||||||||||| |
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION |
fixed length control field |
230707s2024 nyu ob 001 0 eng |
010 ## - LIBRARY OF CONGRESS CONTROL NUMBER |
LC control number |
2023022705 |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER |
International Standard Book Number |
9781000985740 |
Qualifying information |
(epub) |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER |
International Standard Book Number |
9781003444954 |
Qualifying information |
(ebook) |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER |
Canceled/invalid ISBN |
9781642673920 |
Qualifying information |
(hardback) |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER |
Canceled/invalid ISBN |
9781642673937 |
Qualifying information |
(paperback) |
040 ## - CATALOGING SOURCE |
Language of cataloging |
eng |
Transcribing agency |
Foundation University |
Description conventions |
rda |
042 ## - AUTHENTICATION CODE |
Authentication code |
pcc |
050 00 - LIBRARY OF CONGRESS CALL NUMBER |
Classification number |
LB 2331 |
Item number |
.2024 A33 |
100 1# - MAIN ENTRY--PERSONAL NAME |
Personal name |
Adare-Tasiwoopa ápi, Sierra, |
Dates associated with a name |
1956- |
Relator term |
author. |
9 (RLIN) |
9591 |
245 10 - TITLE STATEMENT |
Title |
Gamification in higher education : |
Remainder of title |
a how-to instructional guide / |
Statement of responsibility, etc. |
Sierra Adare-Tasiwoopa ápi and Nathan K. Silva. |
264 #1 - PRODUCTION, PUBLICATION, DISTRIBUTION, MANUFACTURE, AND COPYRIGHT NOTICE |
Place of production, publication, distribution, manufacture |
New York, NY : |
Name of producer, publisher, distributor, manufacturer |
Routledge, |
Date of production, publication, distribution, manufacture, or copyright notice |
2024. |
300 ## - PHYSICAL DESCRIPTION |
Extent |
252 pages : |
Other physical details |
ill. ; |
Dimensions |
23 cm. |
336 ## - CONTENT TYPE |
Content type term |
text |
Content type code |
txt |
Source |
rdacontent |
337 ## - MEDIA TYPE |
Media type term |
computer |
Media type code |
c |
Source |
rdamedia |
338 ## - CARRIER TYPE |
Carrier type term |
online resource |
Carrier type code |
cr |
Source |
rdacarrier |
504 ## - BIBLIOGRAPHY, ETC. NOTE |
Bibliography, etc. note |
Includes bibliographical references and index. |
505 ## - FORMATTED CONTENTS NOTE |
Formatted contents note |
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<br/>Index |
Statement of responsibility |
Biography<br/>Sierra Adare-Tasiwoopa ápi is the instructional technologist for Nevada State University, USA.<br/><br/>Nathan K. Silva is a biology lecturer at Nevada State University, USA. |
520 ## - ABSTRACT, SUMMARY, ETC. |
Abstract, Summary, etc. |
"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 sets 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. It's conversational tone endeavors to put educators, whether novice, mid-career, or veteran, at ease with the process of gamification"-- |
Assigning source |
Provided by publisher. |
588 ## - SOURCE OF DESCRIPTION NOTE |
Source of description note |
Description based on print version record and CIP data provided by publisher. |
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM |
Topical term or geographic name entry element |
College teaching |
General subdivision |
Methodology. |
9 (RLIN) |
9592 |
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM |
Topical term or geographic name entry element |
Education, Higher |
General subdivision |
Simulation methods. |
9 (RLIN) |
9593 |
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM |
Topical term or geographic name entry element |
Simulation games in education. |
9 (RLIN) |
1619 |
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM |
Topical term or geographic name entry element |
Critical thinking |
General subdivision |
Study and teaching (Higher) |
9 (RLIN) |
9594 |
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM |
Topical term or geographic name entry element |
Gamification. |
9 (RLIN) |
9595 |
700 1# - ADDED ENTRY--PERSONAL NAME |
Personal name |
Silva, Nathan K., |
Dates associated with a name |
1981- |
Relator term |
author. |
9 (RLIN) |
9596 |
776 08 - ADDITIONAL PHYSICAL FORM ENTRY |
Relationship information |
Print version: |
Main entry heading |
Adare-Tasiwoopa ápi, Sierra, 1956- |
Title |
Gamification in higher education |
Place, publisher, and date of publication |
New York, NY : Routledge, 2024 |
International Standard Book Number |
9781642673920 |
Record control number |
(DLC) 2023022704 |
856 ## - ELECTRONIC LOCATION AND ACCESS |
Uniform Resource Identifier |
<a href="https://tinyurl.com/mvm4umrc">https://tinyurl.com/mvm4umrc</a> |
Link text |
Gamification in Higher Education |
906 ## - LOCAL DATA ELEMENT F, LDF (RLIN) |
a |
7 |
b |
cbc |
c |
orignew |
d |
1 |
e |
ecip |
f |
20 |
g |
y-gencatlg |
942 ## - ADDED ENTRY ELEMENTS (KOHA) |
Source of classification or shelving scheme |
Library of Congress Classification |
Koha item type |
Books |
Classification part |
LB 2331 |
Item part |
.2024 A33 |
Call number prefix |
(CoE) |
Suppress in OPAC |
No |