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The 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.
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. * University of British Columbia Library Bloggers * The intention of the book is to enable practitioners to gamify, explaining in concise but authoritative detail the nature of gamification concepts, and how they function in practice with established principles of pedagogy. However, this does not mean that Game On! is solely applicable to the 'inclass' practitioner. With quantitative elements as well, a focus on students' experiences, and bullet point summaries, gamification is viewed with the kind of practical big-picture thinking crucial to university and academic leadership when considering the risks and rewards of innovation and large-scale implementation. -- Errol Rivera * Ology: Review in Applied Sciences *
AcknowledgmentsPrologue. Ashton to Apple1. A Societal Imperative2. How Did We Get Here?3. The Fairy Tale MOOC4. The HeroÎ"-s Journey5. Ethical Decision Making6. Dungeons and Discourse7. Threat of Crime and Terrorism8. Assessing Gamification9. Catching FireCaptainÎ"-s EpilogueBibliographyIndex
ISBN: 9781421423968 ISBN-10: 1421423960 Series: Tech.edu Audience:
For Ages: 22+ years old Format:
Number Of Pages: 216 Published: 15th December 2017 Publisher: JOHNS HOPKINS UNIV PR Country of Publication: US Dimensions (cm): 23.11 x 16.0
Weight (kg): 0.41
Edition Number: 1