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E-raamat: Game On!

(Western Sydney University)
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"The changing student body in American higher education demands a new approach to teaching, one that moves toward inclusive, hyperpersonalized learning environments that have much in common with games and social media. Kevin Bell's Game Educators presents dynamic case studies of gamer educators and game-derived techniques to help instructors creatively formulate their own teaching strategies. Breaking gamefully designed classes into their component parts, Bell analyzes what these classes are actually doing and explains why they work. He offers faculty a rubric to assess their own courses for their propensity to engage students, particularly those from low socioeconomic and high-risk populations. Bell explores how game design, pedagogy, and intrinsic motivators can level the playing field to produce rigorous learning environments that are as addictive to all participants as the latest apps and social media systems. He also discusses best practices, lays out the broader context of computer-mediated teaching and learning, and considers the challenges and opportunities that gamification presents. Instructors would do well to consider the key tenets of successful games if they are to engage and graduate the coming generations of learners. Bell's careful analysis of the theories behind gamification, cognitive science, and instructional design will help them to do just that"--

"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"--

The changing student body in American higher education demands a new approach to teaching, one that moves toward inclusive, hyperpersonalized learning environments that have much in common with games and social media. Kevin Bell’s Game On! presents dynamic case studies of gamer educators and game-derived techniques to help instructors creatively formulate their own teaching strategies.

Breaking gamefully designed classes into their component parts, Bell analyzes what these classes are actually doing and explains why they work. He offers faculty a rubric to assess their own courses for their propensity to engage students, particularly those from low socioeconomic and high-risk populations. Bell explores how game design, pedagogy, and intrinsic motivators can level the playing field to produce rigorous learning environments that are as addictive to all participants as the latest apps and social media systems. He also discusses best practices, lays out the broader context of computer-mediated teaching and learning, and considers the challenges and opportunities that gamification presents.

Instructors would do well to consider the key tenets of successful games if they are to engage and graduate the coming generations of learners. Bell’s careful analysis of the theories behind gamification, cognitive science, and instructional design will help them to do just that.

Arvustused

Instructors would do well to consider the key tenets of successful games if they are to engage and graduate the coming generations of learners. Bells careful analysis of the theories behind gamification, cognitive science, and instructional design will help them to do just that. University of British Columbia Library Bloggers The intention of the book is to enable practitioners to gamify, explaining in concise but authoritative detail the nature of gamification concepts, and how they function in practice with established principles of pedagogy. However, this does not mean that Game On! is solely applicable to the 'inclass' practitioner. With quantitative elements as well, a focus on students' experiences, and bullet point summaries, gamification is viewed with the kind of practical big-picture thinking crucial to university and academic leadership when considering the risks and rewards of innovation and large-scale implementation. Errol Rivera, Ology: Review in Applied Sciences

Muu info

Helping teachers take advantage of game design principles and intrinsic motivators to build more effective courses.
Acknowledgments ix
Prologue. Ashton to Apple---The Breakout Year 1(4)
1 A Societal Imperative: the Impetus for Online Education
5(15)
2 How Did We Get Here? the Maturation of Online Education
20(24)
3 The Fairy Tale MOOC
44(27)
4 The Hero's Journey
71(23)
5 Ethical Decision Making
94(17)
6 Dungeons and Discourse
111(20)
7 Threat of Crime and Terrorism
131(19)
8 Assessing Gamification: Conclusions and Implications
150(18)
9 Catching Fire: the Model That Burned Brightest
168(15)
Captain's Epilogue 183(6)
Bibliography 189(8)
Index 197
Kevin Bell is the pro-vice chancellor of digital futures at Western Sydney University in Australia.