Gamification in higher education : a how-to instructional guide / Sierra Adare-Tasiwoopa ápi and Nathan K. Silva.
Material type:
- text
- computer
- online resource
- 9781000985740
- 9781003444954
- LB 2331 .2024 A33
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Foundation University Library Circulation | (CoE) LB 2331 .2024 A33 (Browse shelf(Opens below)) | Link to resource | Available | 0172024007 |
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(CBA-MgtAcct) HD30.24 .2021 Ad91 c.2 Writing project feasibility study : (with research template) second edition / | (CBA-MgtAcct) HD30.24 .2021 Ad91 c.3 Writing project feasibility study : (with research template) second edition / | (CoE) LB 1028 .2024 K425 Research for educators / | (CoE) LB 2331 .2024 A33 Gamification in higher education : a how-to instructional guide / | (CoE) LB 2361.5 .2024 R485 Revising the curriculum and co-curriculum to engage diversity, equity, and inclusion / | (CoE) LB 1027.4 .2022 K55 Effective teaching strategies : lessons from research and practice / | (CoE) LB 1044.84 .2023 M66 Mobile-mindful teaching and learning : harnessing the technology that students use most / |
Includes bibliographical references and index.
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 Keepers of the Historical Documents 11.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
Index Biography
Sierra Adare-Tasiwoopa ápi is the instructional technologist for Nevada State University, USA.
Nathan K. Silva is a biology lecturer at Nevada State University, USA.
"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"-- Provided by publisher.
Description based on print version record and CIP data provided by publisher.
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