Gamify Your College Classroom

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Details

Gamify Your College Classroom is an instructor playbook for nurturing life skills through the incorporation and customization of games and game elements into coursework.


Autorentext

Sierra Adare-Tasiwoopa ápi is the instructional technologist for Nevada State University, USA.


Klappentext

Gamify Your College Classroom is an instructor playbook for nurturing life skills through the incorporation and customization of games and game elements into coursework.


Inhalt

Part 1: Gamification and 21st Century Life Skills

  1. How Gamification Fosters Critical Thinking and Other Life Skills

Sierra Adare-Tasiwoopa ápi

  1. Game On! How to Incorporate Games and Gamification in Education

Daisyane Barreto and Jeff Ertzberger

  1. Becoming an Influencer: Digital Badges and Leaderboards Incentivize Life Skills

Zarah Gayrama-Borines

Part 2: Storytelling and Escape Rooms

  1. I Spy the Solution: A Meta Approach to Escape Room Design

Laura Geringer, Maddie Shellgren, Cody House, Colette Chelf, and Bucky Dodd.

  1. Enhancing Learning Experiences Through Storytelling and Immersive Media

Drew Santorello

  1. Elevate Empathy While Solving Problems: The Importance of the Scenario and Characters in Gamification

Sierra Adare-Tasiwoopa ápi

  1. Time's Running Out! Escape Rooms that Promote Time Management and Cognition

Debra Luken and Florence W. Williams

  1. To Escape You Must Communicate: A Mystery

Patricia Nill

  1. Life Happens When a Case Study Gets Locked in an Escape Room

Dawn Taylor

  1. Nailed It or Not: Failure Is Part of the Fun

Jennifer Culver

Part 3: Choose Your Own Path Games

  1. Which Way Do I Go? Branching Case Studies Champion Decision-Making

Kinsey Wright and Lori Navarrete

  1. Piecing the Puzzle Together: Conditional Release Mysteries

Adam Davi and Dorothy Loftin

Part 4: Role-Playing

  1. High-Stakes Adaptability in a Gamified Role-Play Simulation with ChatGPT

Lynn Wahl

  1. Let's Role-Play: Critical Thinking Scenarios for the Classroom

Vanessa Mari and Rachel S. G. Bower

  1. Tip of the Tongue: Incorporating Gamification to Bolster Real-World Interventions

Sheri Bayley

  1. It's AI, My Dear Watson! An AI Literacy Sleuthing Game

Sierra Adare-Tasiwoopa ápi

Part 5: Gamify with Existing Games

  1. Building From the Ground Up Takes Quick Thinking and Teamwork

Toni Picker and Celine Greene

  1. From Case Studies to Game-Based Learning: Enhancing Ethical Sensitivity in Education

Kelly Richmond Pope and Roni Jackson

  1. Pitch and Switch: Just How Adaptable Are You?

Brianne Taormina-Barrientos and Liz Galvez

  1. What Happens When the Ends Don't Meet? A Poverty Simulation to Teach About Poverty

Jessica Limbrick

  1. Empower Tomorrow's Leaders by Time Traveling to the Ancient World

Robert Stephan

  1. Far from Trivial: The Benefits of Using TriviaMaker to Engage and Motivate Students

Chris Pilgrim and Michael Breazeale

  1. BINGO! for Critical Thinking

Brenda Bien

Part 6: Semester-Long Gamification

  1. Choose Your Own Learning Adventure: Designing for Student Motivation and Strengthening Life Skills

Chris Babits and Travis N. Thurston

  1. The Senate's Ethics Committee: A Course Narrative Promoting Decision-Making and Empathy

Nathan K. Silva

  1. Scavenger Hunt for Cultural Artifacts: Fully Gamifying a Course

Roxanne Claire Farrar

  1. A Collaborative Journey in Gamifying a Graduate-Level Course

Ashley Caudill and Anne Jewett

  1. Conclusion

Sierra Adare-Tasiwoopa ápi

Weitere Informationen

  • Allgemeine Informationen
    • GTIN 09781032827797
    • Genre Pedagogy
    • Editor Sierra Adare-Tasiwoopa ápi
    • Anzahl Seiten 296
    • Herausgeber Routledge
    • Gewicht 580g
    • Größe H229mm x B152mm x T19mm
    • Jahr 2025
    • EAN 9781032827797
    • Format Kartonierter Einband (Kt)
    • ISBN 978-1-032-82779-7
    • Titel Gamify Your College Classroom
    • Autor Sierra Adare-Tasiwoopa Api
    • Untertitel Strategies to Foster Critical Thinking and Life Skills Across Disciplines
    • Sprache Englisch

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