Gamification in Higher Education is a user-friendly text for anyone curious about gamification and how it increases student engagement.
Les informations fournies dans la section « Synopsis » peuvent faire référence à une autre édition de ce titre.
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.
Les informations fournies dans la section « A propos du livre » peuvent faire référence à une autre édition de ce titre.
Vendeur : moluna, Greven, Allemagne
Etat : New. N° de réf. du vendeur 904727607
Quantité disponible : Plus de 20 disponibles
Vendeur : GreatBookPrices, Columbia, MD, Etats-Unis
Etat : As New. Unread book in perfect condition. N° de réf. du vendeur 46530893
Quantité disponible : Plus de 20 disponibles
Vendeur : GreatBookPricesUK, Woodford Green, Royaume-Uni
Etat : New. N° de réf. du vendeur 46530893-n
Quantité disponible : Plus de 20 disponibles
Vendeur : GreatBookPrices, Columbia, MD, Etats-Unis
Etat : New. N° de réf. du vendeur 46530893-n
Quantité disponible : Plus de 20 disponibles
Vendeur : GreatBookPricesUK, Woodford Green, Royaume-Uni
Etat : As New. Unread book in perfect condition. N° de réf. du vendeur 46530893
Quantité disponible : Plus de 20 disponibles
Vendeur : Majestic Books, Hounslow, Royaume-Uni
Etat : New. N° de réf. du vendeur 397510877
Quantité disponible : 3 disponible(s)
Vendeur : BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Allemagne
Buch. Etat : Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -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. 264 pp. Englisch. N° de réf. du vendeur 9781642673920
Quantité disponible : 2 disponible(s)
Vendeur : Books Puddle, Woodside, NY, Etats-Unis
Etat : New. 1st edition NO-PA16APR2015-KAP. N° de réf. du vendeur 26398866178
Quantité disponible : 3 disponible(s)
Vendeur : PBShop.store UK, Fairford, GLOS, Royaume-Uni
HRD. Etat : New. New Book. Delivered from our UK warehouse in 4 to 14 business days. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000. N° de réf. du vendeur L1-9781642673920
Quantité disponible : Plus de 20 disponibles
Vendeur : Kennys Bookshop and Art Galleries Ltd., Galway, GY, Irlande
Etat : New. N° de réf. du vendeur V9781642673920
Quantité disponible : Plus de 20 disponibles