Gamification in Higher Education (A How-To Instructional Guide)

ISBN: 9781642673937
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$45.99
SKU:
9781642673937
Availability:
1092.25
Minimum Purchase:
25 units
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Product Details

Author:
Sierra Adare-Tasiwoopa ápi, Nathan Silva
Format:
Paperback
Pages:
262
Publisher:
Taylor & Francis (October 30, 2023)
Language:
English
ISBN-13:
9781642673937
Dimensions:
6" x 9"
File:
TAYLORFRANCIS-TayFran_250219054308972-20250219.xml
Folder:
TAYLORFRANCIS
List Price:
$45.99
As low as:
$40.47
Publisher Identifier:
P-CRC
Discount Code:
H
Weight:
19.125oz
Audience:
College/higher education
Country of Origin:
United States
Pub Discount:
30
Case Pack:
28
Imprint:
Routledge

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Overview

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 set 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. Its conversational tone endeavors to put educators, whether novice, mid-career, or veteran, at ease with the process of gamification.

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