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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
072 7 _aJN
_2bicssc
072 7 _aJNM
_2bicssc
072 7 _aJNV
_2bicssc
072 7 _aYQT
_2bicssc
072 7 _aEDU
_2ukslc
072 7 _aJN
_2thema
072 7 _aJNM
_2thema
072 7 _aJNV
_2thema
072 7 _aYPMT
_2thema
072 7 _aUDX
_2thema
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.
300 _ax, 203 pages :
_billustrations
336 _atext
_2rdacontent
337 _acomputer
_2rdamedia
338 _aonline resource
_2rdacarrier
366 _b20180105
500 _aFormerly CIP.
_5Uk
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.
530 _aAlso available in printed form ISBN 9781421423968
533 _aElectronic reproduction.
_cAskews and Holts.
_nMode of access: World Wide Web.
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
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