Tierney, William G.

Postsecondary Play : The Role of Games and Social Media in Higher Education. - 1st ed. - 1 online resource (347 pages) - Tech. edu: a Hopkins Series on Education and Technology Series . - Tech. edu: a Hopkins Series on Education and Technology Series .

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.

9781421413075


Education, Higher-Effect of technological innovations on.
Education, Higher-Social aspects.
Play-Social aspects.
Video games.
Social media.


Electronic books.

LB2395.7 .P68 2014

378.1734