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Gamification in higher education : (Record no. 4037)

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
Holdings
Uniform Resource Identifier Withdrawn status Lost status Source of classification or shelving scheme Damaged status Not for loan Home library Current library Shelving location Date acquired Source of acquisition Total Checkouts Full call number Barcode Date last seen Date last checked out Price effective from Koha item type Accession Number
https://tinyurl.com/mvm4umrc     Library of Congress Classification     Foundation University Library Foundation University Library Circulation 12/06/2024 Book Fund 2 (CoE) LB 2331 .2024 A33 0172024007 02/10/2025 02/10/2025 12/06/2024 Books CoE-2024007