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171215s2018 mdu o 00 0 eng d |
020 |
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|a 9781421423975
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020 |
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|z 9781421423968
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035 |
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|a (OCoLC)1017004771
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040 |
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|a MdBmJHUP
|c MdBmJHUP
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100 |
1 |
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|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.
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264 |
|
1 |
|a Baltimore :
|b Johns Hopkins University Press,
|c 2018.
|
264 |
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3 |
|a Baltimore, Md. :
|b Project MUSE,
|c 2018
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264 |
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4 |
|c ©2018.
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300 |
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|a 1 online resource (216 pages):
|b illustrations
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336 |
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|a text
|b txt
|2 rdacontent
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337 |
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|a computer
|b c
|2 rdamedia
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338 |
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|a online resource
|b cr
|2 rdacarrier
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490 |
0 |
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|a Tech.edu : a Hopkins series on education and technology
|
505 |
0 |
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|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.
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520 |
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|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
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588 |
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|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
|
655 |
|
7 |
|a Educational games.
|2 fast
|0 (OCoLC)fst01726592
|
655 |
|
7 |
|a Electronic books.
|2 local
|
710 |
2 |
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|a Project Muse.
|e distributor
|
830 |
|
0 |
|a Book collections on Project MUSE.
|
856 |
4 |
0 |
|z Texto completo
|u https://projectmuse.uam.elogim.com/book/57199/
|
945 |
|
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|a Project MUSE - Custom Collection
|
945 |
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|a Project MUSE - 2018 Complete
|
945 |
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|a Project MUSE - 2018 Higher Education
|