Gamification in Higher Education
eBook - ePub

Gamification in Higher Education

A How-To Instructional Guide

  1. 252 pages
  2. English
  3. ePUB (mobile friendly)
  4. Available on iOS & Android
eBook - ePub

Gamification in Higher Education

A How-To Instructional Guide

About this book

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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Information

Publisher
Routledge
Year
2023
Print ISBN
9781642673920
eBook ISBN
9781000985740
Edition
1

Table of contents

  1. Cover
  2. Half Title Page
  3. Title Page
  4. Copyright Page
  5. Table of Contents
  6. About the Authors
  7. Foreword
  8. Introduction
  9. Part I Why Gamify?
  10. Part II How to Gamify Course Elements
  11. Part III How to Gamify Entire Courses
  12. Part IV Games
  13. Appendix A: Star Trek® Episode and Movie Compendium Lists
  14. Appendix B: Free and Canvas Resources
  15. References
  16. Index

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Yes, you can access Gamification in Higher Education by Sierra Adare-Tasiwoopa ápi,Nathan Silva,Nathan K. Silva in PDF and/or ePUB format, as well as other popular books in Education & Higher Education. We have over 1.5 million books available in our catalogue for you to explore.