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Game On! : Gamification, Gameful Design, and the Rise of the Gamer Educator /

"Following on the enormous growth and reach of computer gaming, most recently on mobile devices, and because of faculty members' desire to connect with millennials, online games have made their way into college classrooms. As part of our Tech. EDU series, this book focuses on how games are...

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Detalles Bibliográficos
Autor principal: Bell, Kevin, 1968- (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Baltimore : Johns Hopkins University Press, 2018.
Colección:Book collections on Project MUSE.
Temas:
Acceso en línea:Texto completo

MARC

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100 1 |a Bell, Kevin,  |d 1968-  |e author. 
245 1 0 |a Game On! :   |b Gamification, Gameful Design, and the Rise of the Gamer Educator /   |c Kevin Bell. 
264 1 |a Baltimore :  |b Johns Hopkins University Press,  |c 2018. 
264 3 |a Baltimore, Md. :  |b Project MUSE,   |c 2018 
264 4 |c ©2018. 
300 |a 1 online resource (216 pages):   |b illustrations 
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490 0 |a Tech.edu : a Hopkins series on education and technology 
505 0 |a A societal imperative : the Impetus for online -- How did we get here? : the maturation of online education -- University of South Florida : the fairy tale MOOC -- University of New Hampshire : the hero's journey -- The University of Waterloo : ethical decision making -- Massachusetts College of Liberal Arts : dungeons and discourse -- The Pennsylvania State University -- Assessing gamification : conclusions and implications -- Catching ... -- Captain's epilogue. 
520 |a "Following on the enormous growth and reach of computer gaming, most recently on mobile devices, and because of faculty members' desire to connect with millennials, online games have made their way into college classrooms. As part of our Tech. EDU series, this book focuses on how games are being used in college and what that might say for higher education today. Kevin Bell has assembled a book made up of a series of case studies, wherein faculty pilot games and game-derived techniques in college and university classes. He uses these examples to ground a practical discussion of gaming and gamification best practices, prefaced by a wide-ranging introduction to the topic in the broader context of computer-mediated teaching and learning"--  |c Provided by publisher 
588 |a Description based on print version record. 
650 7 |a Hochschulbildung  |2 gnd 
650 7 |a Computerspiel  |2 gnd 
650 7 |a Gamification  |2 gnd 
650 7 |a Internet in higher education.  |2 fast  |0 (OCoLC)fst00977253 
650 7 |a Gamification.  |2 fast  |0 (OCoLC)fst01982781 
650 7 |a Educational games.  |2 fast  |0 (OCoLC)fst00903467 
650 7 |a Education, Higher  |x Effect of technological innovations on.  |2 fast  |0 (OCoLC)fst00903051 
650 7 |a Education, Higher  |x Computer-assisted instruction.  |2 fast  |0 (OCoLC)fst00903032 
650 7 |a Computer games.  |2 fast  |0 (OCoLC)fst00872108 
650 7 |a EDUCATION  |x Computers & Technology.  |2 bisacsh 
650 7 |a GAMES  |x Video & Electronic.  |2 bisacsh 
650 7 |a EDUCATION  |x Higher.  |2 bisacsh 
650 6 |a Ludification. 
650 6 |a Internet dans l'enseignement superieur. 
650 6 |a Enseignement superieur  |x Enseignement assiste par ordinateur. 
650 6 |a Enseignement superieur  |x Effets des innovations sur. 
650 0 |a Educational games. 
650 0 |a Computer games. 
650 0 |a Gamification. 
650 0 |a Internet in higher education. 
650 0 |a Education, Higher  |x Computer-assisted instruction. 
650 0 |a Education, Higher  |x Effect of technological innovations on. 
655 7 |a Jeux educatifs.  |2 rvmgf 
655 7 |a Educational games.  |2 lcgft 
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945 |a Project MUSE - 2018 Complete 
945 |a Project MUSE - 2018 Higher Education