Gamification in Higher Education

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A01=Nathan Silva
A01=Sierra Adare-Tasiwoopa api
Author_Nathan Silva
Author_Sierra Adare-Tasiwoopa api
Category=JNM
college
course transformation methods
educational game mechanics
eq_bestseller
eq_isMigrated=1
eq_isMigrated=2
eq_nobargain
eq_non-fiction
eq_society-politics
faculty instructional innovation
games
gamification
gaming
higher education
integrating game elements in curriculum
learner engagement strategies
narrative-based pedagogy
online courses
reluctant learner support
student engagement
teaching and learning
teaching practice
university

Product details

  • ISBN 9781642673937
  • Weight: 540g
  • Dimensions: 152 x 229mm
  • Publication Date: 30 Oct 2023
  • Publisher: Taylor & Francis Inc
  • Publication City/Country: US
  • Product Form: Paperback
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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.

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.

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