Descripción del título
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"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"--
Monografía
monografia Rebiun22918924 https://catalogo.rebiun.org/rebiun/record/Rebiun22918924 m o d cr cnu---unuuu 171215s2018 mdua ob 001 0 eng d 1017004771 1030268440 1030654954 1030802073 1032271015 1032652733 1039617054 1041885964 1044688090 1045152769 1049857724 9781421423975 electronic bk.) 1421423979 electronic bk.) 1421423979 electronic book) 9781421423968 1421423960 40027729301 UPCT u578679 N$T eng rda pn N$T YDX EBLCP P@U MERUC CUY OCLCF OCLCQ GPRCL OCLCQ EZ9 INT OCLCQ BRX OCLCO EDU 015000 bisacsh Bell, Kevin 1968-) author Game on! gamification, gameful design, and the rise of the gamer educator Kevin Bell Baltimore Johns Hopkins University Press 2018 Baltimore Baltimore Johns Hopkins University Press ©2018 1 online resource (x, 203 pages) illustrations 1 online resource (x, 203 pages) Text txt rdacontent computer c rdamedia online resource cr rdacarrier Tech.edu : a Hopkins series on education and technology Includes bibliographical references and index 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 "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"-- Provided by publisher Education, Higher- Effect of technological innovations on Education, Higher- Computer-assisted instruction Internet in higher education Gamification Computer games Educational games EDUCATION- Higher. GAMES- Video & Electronic. EDUCATION- Computers & Technology. Computer games. Education, Higher- Computer-assisted instruction. Education, Higher- Effect of technological innovations on. Educational games. Gamification. Internet in higher education. Gamification. Computerspiel. Hochschulbildung. Electronic books Educational games. Educational games. Print version Bell, Kevin, 1968-. Game on! Baltimore : Johns Hopkins University Press, 2018 9781421423968 (DLC) 2017009944 (OCoLC)994974042 Tech.edu