Postsecondary Play : The Role of Games and Social Media in Higher Education.
Material type:
- text
- computer
- online resource
- 9781421413075
- 378.1734
- LB2395.7 .P68 2014
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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