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Postsecondary Play : The Role of Games and Social Media in Higher Education.

By: Contributor(s): Material type: TextTextSeries: Tech. edu: a Hopkins Series on Education and Technology SeriesPublisher: Baltimore : Johns Hopkins University Press, 2014Copyright date: ©2014Edition: 1st edDescription: 1 online resource (347 pages)Content type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9781421413075
Subject(s): Genre/Form: Additional physical formats: Print version:: Postsecondary PlayDDC classification:
  • 378.1734
LOC classification:
  • LB2395.7 .P68 2014
Online resources:
Contents:
Cover -- Contents -- Acknowledgments -- Introduction. Why Games and Social Media? -- PART I: What Is the Current Landscape of Higher Education? -- 1 The Disruptive Future of Higher Education -- 2 The Need to Increase College Enrollment and Completion -- 3 Transition Readiness: Making the Shift from High School to College in a Social Media World -- 4 From Communication to Community: How Games and Social Media Affect Postsecondary Stakeholders -- PART II: What's in a Game? -- 5 What Games Do Well: Mastering Concepts in Play -- 6 The Open Laptop Exam: Reflections and Speculations -- 7 Games, Passion, and "Higher" Education -- 8 Game-Like Learning: Leveraging the Qualities of Game Design and Play -- PART III: What Do We Know about Games and What Do We Need to Learn? -- 9 Assessing Learning in Video Games -- 10 Implications and Applications of Sociable Gaming for Higher Education -- 11 Gender, Social Media, Games, and the College Landscape -- 12 How Much Technology Is Enough? -- Conclusion. The Shape of Things to Come -- Glossary -- Contributors -- Index -- A -- B -- C -- D -- E -- F -- G -- H -- I -- J -- K -- L -- M -- N -- O -- P -- Q -- R -- S -- T -- U -- V -- W -- Y -- Z.
Summary: Summarizing a decade of research in game design and learning, Postsecondary Play will appeal to higher education scholars and students of learning, online gaming, education, and the media.
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Cover -- Contents -- Acknowledgments -- Introduction. Why Games and Social Media? -- PART I: What Is the Current Landscape of Higher Education? -- 1 The Disruptive Future of Higher Education -- 2 The Need to Increase College Enrollment and Completion -- 3 Transition Readiness: Making the Shift from High School to College in a Social Media World -- 4 From Communication to Community: How Games and Social Media Affect Postsecondary Stakeholders -- PART II: What's in a Game? -- 5 What Games Do Well: Mastering Concepts in Play -- 6 The Open Laptop Exam: Reflections and Speculations -- 7 Games, Passion, and "Higher" Education -- 8 Game-Like Learning: Leveraging the Qualities of Game Design and Play -- PART III: What Do We Know about Games and What Do We Need to Learn? -- 9 Assessing Learning in Video Games -- 10 Implications and Applications of Sociable Gaming for Higher Education -- 11 Gender, Social Media, Games, and the College Landscape -- 12 How Much Technology Is Enough? -- Conclusion. The Shape of Things to Come -- Glossary -- Contributors -- Index -- A -- B -- C -- D -- E -- F -- G -- H -- I -- J -- K -- L -- M -- N -- O -- P -- Q -- R -- S -- T -- U -- V -- W -- Y -- Z.

Summarizing a decade of research in game design and learning, Postsecondary Play will appeal to higher education scholars and students of learning, online gaming, education, and the media.

Description based on publisher supplied metadata and other sources.

Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2024. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.

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