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Postsecondary play : the role of games and social media in higher education /

Part of the barrier to college access is navigating the elaborate application process with its multiple essays, test scores, and deadlines. For students without substantial school and family support, this is enough to make entering college impossible.

Detalles Bibliográficos
Clasificación:Libro Electrónico
Otros Autores: Tierney, William G. (Editor )
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Baltimore : Johns Hopkins University Press, [2014]
Colección:Tech.edu.
Temas:
Acceso en línea:Texto completo

MARC

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245 0 0 |a Postsecondary play :  |b the role of games and social media in higher education /  |c edited by William G. Tierney, Zoe B. Corwin, Tracy Fullerton, and Gisele Ragusa. 
264 1 |a Baltimore :  |b Johns Hopkins University Press,  |c [2014] 
264 4 |c ©2014 
300 |a 1 online resource (vi, 336 pages) 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
490 1 |a Tech.edu 
520 |a Part of the barrier to college access is navigating the elaborate application process with its multiple essays, test scores, and deadlines. For students without substantial school and family support, this is enough to make entering college impossible. 
504 |a Includes bibliographical references and index. 
505 0 |a Introduction, why games and social media? / Zoë B. Corwin, William G. Tierney, Tracy Fullerton, and Gisele Ragusa -- The disruptive future of higher education / William G. Tierney -- The need to increase college enrollment and completion / Laura W. Perna -- Transition readiness: making the shift from high school to college in a social media world / David Conley and Mary Seburn -- From communication to community: how games and social media affect postsecondary stakeholders / Zoë B. Corwin -- What games do well: mastering concepts in play / Tracy Fullerton -- The open laptop exam: reflections and expectations / Henry Jenkins and Adam S. Kahn -- Games, passion, and "higher" education / James Paul Gee -- Game-like learning: leveraging the qualities of game design and play / Katie Salen -- Assessing learning in video games / Valerie Shute, Matthew Ventura, Yoon Jeon Kim, and Lubin Wang -- Implications and applications of sociable gaming for higher education / Nicole B. Ellison, Donghee Yvonne Wohn, and Carrie Heeter -- Gender, social media, games, and the college landscape / Gisele Ragusa -- How much technology is enough? / Steven Weiland -- Conclusion: the shape of things to come / William G. Tierney and Zoë B. Corwin. 
588 0 |a Print version record. 
546 |a English. 
590 |a eBooks on EBSCOhost  |b EBSCO eBook Subscription Academic Collection - Worldwide 
650 0 |a Education, Higher  |x Effect of technological innovations on. 
650 0 |a Education, Higher  |x Social aspects. 
650 0 |a Play  |x Social aspects. 
650 0 |a Video games. 
650 0 |a Computer games. 
650 0 |a Social media. 
650 2 |a Video Games 
650 2 |a Social Media 
650 6 |a Enseignement supérieur  |x Effets des innovations sur. 
650 6 |a Enseignement supérieur  |x Aspect social. 
650 6 |a Jeu  |x Aspect social. 
650 6 |a Jeux vidéo. 
650 6 |a Médias sociaux. 
650 7 |a video games.  |2 aat 
650 7 |a social media.  |2 aat 
650 7 |a EDUCATION  |x Higher.  |2 bisacsh 
650 7 |a GAMES  |x Video & Electronic.  |2 bisacsh 
650 7 |a SOCIAL SCIENCE  |x Media Studies.  |2 bisacsh 
650 7 |a Computer games  |2 fast 
650 7 |a Education, Higher  |x Effect of technological innovations on  |2 fast 
650 7 |a Education, Higher  |x Social aspects  |2 fast 
650 7 |a Play  |x Social aspects  |2 fast 
650 7 |a Social media  |2 fast 
650 7 |a Video games  |2 fast 
650 7 |a Hochschulbildung  |2 gnd 
650 7 |a Videospiel  |2 gnd 
650 7 |a Computerspiel  |2 gnd 
650 7 |a Soziale Software  |2 gnd 
700 1 |a Tierney, William G.,  |e editor. 
776 0 8 |i Print version:  |t Postsecondary play.  |d Baltimore, Maryland : Johns Hopkins University Press, 2014  |z 9781421413068  |w (DLC) 2013029166  |w (OCoLC)863043779 
830 0 |a Tech.edu. 
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