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Gamification in higher education : a how-to instructional guide / Sierra Adare-Tasiwoopa ápi and Nathan K. Silva.

By: Contributor(s): Material type: TextTextPublisher: New York, NY : Routledge, 2024Description: 252 pages : ill. ; 23 cmContent type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9781000985740
  • 9781003444954
Subject(s): Additional physical formats: Print version:: Gamification in higher educationLOC classification:
  • LB 2331  .2024 A33
Online resources:
Contents:
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 Keepers of the Historical Documents 11.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.
Summary: "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.
List(s) this item appears in: Elementary Education (2024), Bachelor of | Education (2024), Master of Arts in | Secondary Education (2024), Bachelor of | CoRe (Collections & Resources) | Legal Studies (2024), Master of | Juris Doctor (2024) Non-Thesis | Public Administration (2024), Master of | Political Science (2024), Bachelor of Arts in | Agriculture (2024), Bachelor of Science in | Architecture (2024), Bachelor of Science in | Biology (2024), Bachelor of Science in | Broadcast Communication (2024), Bachelor of Arts in | Business Administration (2024), Bachelor of Science in | Business Administration (2024), Master of | Computer Science (2024), Bachelor of Science in | Criminology (2024), Bachelor of Science in | English (2024), Bachelor of Arts in | Entrepreneurship (2024), Bachelor of Science in | Fine Arts (2024), Bachelor of | History (2024), Bachelor of Arts in | Hospitality Management (2024), Bachelor of Science in | Industrial Engineering (2024), Bachelor of Science in | Information Technology (2024), Bachelor of Science in | Technology and Livelihood Education (2024), Bachelor of | Nursing (2024), Bachelor of Science in
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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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