000 04252cam a2200469 i 4500
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003 OSt
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006 m |o d |
007 cr_|||||||||||
008 230707s2024 nyu ob 001 0 eng
010 _a 2023022705
020 _a9781000985740
_q(epub)
020 _a9781003444954
_q(ebook)
020 _z9781642673920
_q(hardback)
020 _z9781642673937
_q(paperback)
040 _beng
_cFoundation University
_erda
042 _apcc
050 0 0 _aLB 2331
_b.2024 A33
100 1 _aAdare-Tasiwoopa ápi, Sierra,
_d1956-
_eauthor.
_99591
245 1 0 _aGamification in higher education :
_ba how-to instructional guide /
_cSierra Adare-Tasiwoopa ápi and Nathan K. Silva.
264 1 _aNew York, NY :
_bRoutledge,
_c2024.
300 _a 252 pages :
_bill. ;
_c23 cm.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
504 _aIncludes bibliographical references and index.
505 _aPart 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 Keepers of the Historical Documents 11.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
_rBiography 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.
520 _a"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"--
_cProvided by publisher.
588 _aDescription based on print version record and CIP data provided by publisher.
650 0 _aCollege teaching
_xMethodology.
_99592
650 0 _aEducation, Higher
_xSimulation methods.
_99593
650 0 _aSimulation games in education.
_91619
650 0 _aCritical thinking
_xStudy and teaching (Higher)
_99594
650 0 _aGamification.
_99595
700 1 _aSilva, Nathan K.,
_d1981-
_eauthor.
_99596
776 0 8 _iPrint version:
_aAdare-Tasiwoopa ápi, Sierra, 1956-
_tGamification in higher education
_dNew York, NY : Routledge, 2024
_z9781642673920
_w(DLC) 2023022704
856 _uhttps://tinyurl.com/mvm4umrc
_yGamification in Higher Education
906 _a7
_bcbc
_corignew
_d1
_eecip
_f20
_gy-gencatlg
942 _2lcc
_cBK
_hLB 2331
_i.2024 A33
_k(CoE)
_n0
999 _c4037
_d4037