Gamification in the RhetComp Curriculum

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Author :
Publisher : Vernon Press
ISBN 13 : 1648896103
Total Pages : 334 pages
Book Rating : 4.01/5 ( download)

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Book Synopsis Gamification in the RhetComp Curriculum by : Christopher McGunnigle

Download or read book Gamification in the RhetComp Curriculum written by Christopher McGunnigle and published by Vernon Press. This book was released on 2023-01-17 with total page 334 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gamification is an up and coming popular trend in all levels and types of education, including public and private schools, higher education, the military, the private sector, and elsewhere. Gamification introduces aspects of game design like teamwork, competition, rewards and prizes, storytelling, and more into lesson plan units. In many cases, actual games, whether it be Scrabble, Hangman, Candy Crush, Dungeons & Dragons, and many others, are adapted into educational tools. This chapter collection will specifically look at the use of gamification techniques in Freshmen Writing courses and related Composition, Writing and Rhetoric classes. Each chapter will provide sample gamified lessons supported by relevant scholarship in both Gamification Theory and Writing Studies.

Gamification in Education and Business

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Author :
Publisher : Springer
ISBN 13 : 3319102087
Total Pages : 710 pages
Book Rating : 4.85/5 ( download)

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Book Synopsis Gamification in Education and Business by : Torsten Reiners

Download or read book Gamification in Education and Business written by Torsten Reiners and published by Springer. This book was released on 2014-11-22 with total page 710 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is dedicated to applied gamification in the areas of education and business, while also covering pitfalls to avoid and guidelines needed to successfully implement for a project. Using different theoretical backgrounds from various areas including behavioral economics, game theory, and complex adaptive systems, the contributors aim to help readers avoid common problems and difficulties that they could face with poor implementation. The book’s contributors are scholars and academics from the many areas where the key theory of gamification typically comes from. Ultimately, the book’s goal is to help bring together the theories from these different disciplines to the field of practice in education and business. The book is divided into four parts: Theory, Education, Business, and Use Cases. Part I provides a foundation on the theory of gamification and offers insight into some of the outstanding questions that have yet to be addressed. In Part II, the application and value that gamification can bring within the education sector is examined. The book then changes focus in Part III to spotlight the use of gamification within business environments. The topics also cover educational aspects like improved learning outcomes, motivation, and learning retention at the workplace. Finally Part IV concentrates on the applications and use of gamification through a series of case studies and key elements that are used in real situations to drive real results.

Pedagogy: Using Television Shows, Games, and Other Media in the Classroom

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Author :
Publisher : Vernon Press
ISBN 13 :
Total Pages : 199 pages
Book Rating : 4.74/5 ( download)

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Book Synopsis Pedagogy: Using Television Shows, Games, and Other Media in the Classroom by : Laura Dumin

Download or read book Pedagogy: Using Television Shows, Games, and Other Media in the Classroom written by Laura Dumin and published by Vernon Press. This book was released on 2024-07-30 with total page 199 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book takes a dive into moving beyond the essay as the only method for teaching and learning content. Authors range from instructors in K-12 to instructors in higher education and look at concepts as varied as using VR technologies to provide immersive experiences to students to use an app to help supplement teaching. Instructors in a variety of fields, both in and out of the writing classroom, may find project and assignment ideas to argue in their own classrooms. Instructors looking to provide a transformative learning experience in a new way will find lots of options here.

Game On!

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Publisher : JHU Press
ISBN 13 : 1421423960
Total Pages : 217 pages
Book Rating : 4.68/5 ( download)

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Book Synopsis Game On! by : Kevin Bell

Download or read book Game On! written by Kevin Bell and published by JHU Press. This book was released on 2018 with total page 217 pages. Available in PDF, EPUB and Kindle. Book excerpt: "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"--

Handbook of Research on the Influence and Effectiveness of Gamification in Education

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Author :
Publisher : IGI Global
ISBN 13 : 1668442884
Total Pages : 869 pages
Book Rating : 4.83/5 ( download)

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Book Synopsis Handbook of Research on the Influence and Effectiveness of Gamification in Education by : Bernardes, Oscar

Download or read book Handbook of Research on the Influence and Effectiveness of Gamification in Education written by Bernardes, Oscar and published by IGI Global. This book was released on 2022-05-20 with total page 869 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gamification is an increasingly popular technology that has been utilized across a number of fields such as business, medicine, and education. As education continues to turn toward online teaching and learning, gamification is one of many new technologies that have been proven to assist educators in providing holistic and effective instruction. Additional research is required to ensure this technology is utilized appropriately within the classroom. The Handbook of Research on the Influence and Effectiveness of Gamification in Education considers the importance of gamification in the current learning environment and discusses the best practices, opportunities, and challenges of this innovative technology within an educational setting. Covering a wide range of critical topics such as engagement, serious games, and escape rooms, this major reference work is essential for policymakers, academicians, administrators, scholars, researchers, practitioners, instructors, and students.

Gamification in Higher Education

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Author :
Publisher : Taylor & Francis
ISBN 13 : 1000985741
Total Pages : 260 pages
Book Rating : 4.40/5 ( download)

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Book Synopsis Gamification in Higher Education by : Sierra Adare-Tasiwoopa ápi

Download or read book Gamification in Higher Education written by Sierra Adare-Tasiwoopa ápi and published by Taylor & Francis. This book was released on 2023-10-30 with total page 260 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gamification in Higher Education is a user-friendly text for anyone curious about gamification and how it increases student engagement. This book presents actual examples from gamified college courses, furnishing strategies and detailed plans for integrating gamification, regardless of the subject area, discipline, or modality. Moreover, the step-by-step how-to aspects of gamification that do not require expensive, proprietary gaming software set this book apart from others in the field. Gamification in Higher Education explores ways to incorporate real-world simulations and promote critical thinking skill, while focusing on storytelling through which to draw in students and help them get into the game, both literally and figuratively. Additionally, the book examines gamification research and how it can be used to support reluctant learners who normally struggle with complex course content. The authors share their experiences with what has worked and, more importantly, what has not worked in adding gamification to their courses. This key resource offers educators a practical guide that will take instructors step-by-step through the design, development, and implementation of game elements, games, and fully gamified courses without using costly specialized software. Its conversational tone endeavors to put educators, whether novice, mid-career, or veteran, at ease with the process of gamification.

Level Up Your Classroom: The Quest to Gamify Your Lessons and Engage Your Students

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Author :
Publisher : ASCD
ISBN 13 : 1416623035
Total Pages : 195 pages
Book Rating : 4.38/5 ( download)

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Book Synopsis Level Up Your Classroom: The Quest to Gamify Your Lessons and Engage Your Students by : Jonathan Cassie

Download or read book Level Up Your Classroom: The Quest to Gamify Your Lessons and Engage Your Students written by Jonathan Cassie and published by ASCD. This book was released on 2016-06-28 with total page 195 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this lively and practical book, seasoned educator Jonathan Cassie shines a spotlight on gamification, an instructional approach that's revolutionizing K–12 education. Games are well known for their ability to inspire persistence. The best ones feature meaningful choices that have lasting consequences, reward experimentation, provide a like-minded community of players, and gently punish failure and encourage risk-taking behavior. Players feel challenged, but not overwhelmed. A gamified lesson bears these same hallmarks. It is explicitly gamelike in its design and fosters perseverance, creativity, and resilience. Students build knowledge through experimentation and then apply what they've learned to fuel further exploration at higher levels of understanding. In this book, Cassie covers What happens to student learning when it is gamified. Why you might want to gamify instruction for your students. The process for gamifying both your classroom and your lessons. If you want to see your students engaged, motivated, and excited about learning, join Jonathan Cassie on a journey that will add a powerful new set of ideas and practices to your teaching toolkit. The gamified classroom—an exciting new frontier of 21st century learning—awaits you and your students. Will you answer the call?

Gamify Your Classroom

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Author :
Publisher : Peter Lang Incorporated, International Academic Publishers
ISBN 13 : 9781453914595
Total Pages : 0 pages
Book Rating : 4.95/5 ( download)

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Book Synopsis Gamify Your Classroom by : Matthew Farber

Download or read book Gamify Your Classroom written by Matthew Farber and published by Peter Lang Incorporated, International Academic Publishers. This book was released on 2014 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is a field guide on how to implement game-based learning and «gamification» techniques to everyday teaching. It is a survey of best practices aggregated from interviews with experts in the field. Much of the book draws on the author's experiences implementing games with his middle school students.

Gamification: Concepts, Methodologies, Tools, and Applications

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Author :
Publisher : IGI Global
ISBN 13 : 1466682019
Total Pages : 2250 pages
Book Rating : 4.16/5 ( download)

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Book Synopsis Gamification: Concepts, Methodologies, Tools, and Applications by : Management Association, Information Resources

Download or read book Gamification: Concepts, Methodologies, Tools, and Applications written by Management Association, Information Resources and published by IGI Global. This book was released on 2015-03-31 with total page 2250 pages. Available in PDF, EPUB and Kindle. Book excerpt: Serious games provide a unique opportunity to engage students more fully than traditional teaching approaches. Understanding the best way to utilize games and play in an educational setting is imperative for effectual learning in the twenty-first century. Gamification: Concepts, Methodologies, Tools, and Applications investigates the use of games in education, both inside and outside of the classroom, and how this field once thought to be detrimental to student learning can be used to augment more formal models. This four-volume reference work is a premier source for educators, administrators, software designers, and all stakeholders in all levels of education.

Gamification in Education

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Author :
Publisher : Information Science Reference
ISBN 13 : 9781522551980
Total Pages : 0 pages
Book Rating : 4.80/5 ( download)

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Book Synopsis Gamification in Education by : Information Resources Management Association

Download or read book Gamification in Education written by Information Resources Management Association and published by Information Science Reference. This book was released on 2018 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book is an innovative reference source for the latest academic material on the different approaches and issues faced in integrating games within curriculums to achieve successful and enjoyable learning activities. Highlighting a range of topics such as learning through play, virtual worlds, and educational computer games"--