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.
Clasificación: | Libro Electrónico |
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Otros Autores: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Baltimore :
Johns Hopkins University Press,
[2014]
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Colección: | Tech.edu.
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Temas: | |
Acceso en línea: | Texto completo |
Tabla de Contenidos:
- 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.