000 | 03895nam a2200649 i 4500 | ||
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001 | AH35312327 | ||
003 | StDuBDS | ||
005 | 20210104123304.0 | ||
007 | cr|||||||||||| | ||
008 | 180124s2018 mdua sb 001|0|eng|d | ||
010 | _a2017009944 | ||
020 | _a9781421423975 (e-book) | ||
020 | _z9781421423968 (hbk.) | ||
040 |
_aStDuBDS _beng _cStDuBDS _dUk _dStDuBDSZ _erda _dUkPrAHLS |
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072 | 7 |
_aJN _2bicssc |
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072 | 7 |
_aJNM _2bicssc |
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072 | 7 |
_aJNV _2bicssc |
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072 | 7 |
_aYQT _2bicssc |
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072 | 7 |
_aEDU _2ukslc |
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072 | 7 |
_aJN _2thema |
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072 | 7 |
_aJNM _2thema |
|
072 | 7 |
_aJNV _2thema |
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072 | 7 |
_aYPMT _2thema |
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072 | 7 |
_aUDX _2thema |
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082 | 0 | 0 | _223 |
100 | 1 |
_aBell, Kevin, _d1968- _eauthor. |
|
245 | 1 | 0 |
_aGame on! _h[electronic resource] / _bgamification, gameful design, and the rise of the gamer educator / _cKevin Bell. |
264 | 1 |
_aBaltimore : _bJohns Hopkins University Press, _c2018. |
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300 |
_ax, 203 pages : _billustrations |
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336 |
_atext _2rdacontent |
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337 |
_acomputer _2rdamedia |
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338 |
_aonline resource _2rdacarrier |
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366 | _b20180105 | ||
500 |
_aFormerly CIP. _5Uk |
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504 | _aIncludes bibliographical references (pages 189-195) and index. | ||
520 | 8 |
_aBell's careful analysis of the theories behind gamification, cognitive science, and instructional design will help them to do just that. _bThe changing student body in American higher education demands a new approach to teaching, one that moves toward inclusive, hyperpersonalized learning environments that have much in common with games and social media. Kevin Bell's Game On! presents dynamic case studies of gamer educators and game-derived techniques to help instructors creatively formulate their own teaching strategies. Breaking gamefully designed classes into their component parts, Bell analyzes what these classes are actually doing and explains why they work. He offers faculty a rubric to assess their own courses for their propensity to engage students, particularly those from low socioeconomic and high-risk populations. Bell explores how game design, pedagogy, and intrinsic motivators can level the playing field to produce rigorous learning environments that are as addictive to all participants as the latest apps and social media systems. He also discusses best practices, lays out the broader context of computer-mediated teaching and learning, and considers the challenges and opportunities that gamification presents.Instructors would do well to consider the key tenets of successful games if they are to engage and graduate the coming generations of learners. Bell's careful analysis of the theories behind gamification, cognitive science, and instructional design will help them to do just that. |
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530 | _aAlso available in printed form ISBN 9781421423968 | ||
533 |
_aElectronic reproduction. _cAskews and Holts. _nMode of access: World Wide Web. |
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650 | 0 |
_aEducation, Higher _xEffect of technological innovations on. |
|
650 | 0 |
_aEducation, Higher _xComputer-assisted instruction. |
|
650 | 0 | _aInternet in higher education. | |
650 | 0 | _aGamification. | |
650 | 0 | _aComputer games. | |
650 | 0 | _aEducational games. | |
650 | 7 |
_aEDUCATION / Higher. _2bisacsh |
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650 | 7 |
_aGAMES / Video & Electronic. _2bisacsh |
|
650 | 7 |
_aEDUCATION / Computers & Technology. _2bisacsh |
|
650 | 7 |
_aEducation _2ukslc |
|
650 | 7 |
_aEducation _2thema |
|
650 | 7 |
_aHigher & further education, tertiary education _2thema |
|
650 | 7 |
_aEducational equipment & technology, computer-aided learning (CAL) _2thema |
|
650 | 7 |
_aEducational: Technology _2thema |
|
650 | 7 |
_aComputer games / online games: strategy guides _2thema |
|
655 | 7 |
_aElectronic books. _2lcsh |
|
856 | 4 | 0 |
_uhttp://www.vlebooks.com/vleweb/product/openreader?id=BradfordC&isbn=9781421423975 _zClick here to access |
710 | _aAskews & Holts | ||
999 |
_c83404 _d83404 |