The Gamification of Higher Education

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Instead of thinking about education as the mastery of a body of knowledge where the subject matter becomes the focus of our attention, The Gamification of Higher Education encourages us to think of it as a process that draws out the best in individuals and prepares them for happy, productive, and successful lives.

"Blending business strategy and game design principles, Niman offers a fresh perspective that looks at how traditional universities must change in order to remain competitive in a rapidly changing environment. Rather than abandoning the residential college experience, he uses gamification to map out a strategy that will enable brick and mortar institutions to compete against the growing wave of online offerings." - Mark W. Huddleston, President, University of New Hampshire, USA

"You're likely to find Niman's remedy for the current problems facing the higher education industry both provocative and enticing. As voices grow louder questioning the viability of the traditional system, he shows how game design can be used to fashion a thoughtful solution. By rethinking the entire academic experience, he seeks to engage students and professors in a world of co-creation and value optimization." - Kevin Bell, Executive Director of Curriculum Development and Deployment, College of Professional Studies, Northeastern University, USA


Autorentext

Neil B. Niman is currently the Chair of the Department of Economics in the Peter T. Paul School of Business and Economics at the University of New Hampshire, USA. He earned his Ph.D. in Economics from the University of Texas at Austin, USA. More information about Niman is available at HigherEdGames.com.


Inhalt
PART I: THE BUSINESS OF HIGHER EDUCATION 1. The Coming 'Perfect Storm' in Higher Education 2. Insights from the Game Industry 3. Gamification as a Business Strategy PART II: GAMING FUNDAMENTALS 4. The Allure of Games 5. Design Elements 6. Structural Design PART III: TRANSFORMATION THROUGH GAMIFICATION 7. The Classroom as a Game Space 8. Creating a Game-Based Student Experience 9. The Future of Higher Education

Weitere Informationen

  • Allgemeine Informationen
    • GTIN 09781137338730
    • Sprache Englisch
    • Auflage 2014
    • Größe H224mm x B149mm x T19mm
    • Jahr 2014
    • EAN 9781137338730
    • Format Fester Einband
    • ISBN 978-1-137-33873-0
    • Titel The Gamification of Higher Education
    • Autor N. Niman
    • Untertitel Developing a Game-Based Business Strategy in a Disrupted Marketplace
    • Gewicht 426g
    • Herausgeber SPRINGER VERLAG GMBH
    • Anzahl Seiten 231
    • Lesemotiv Verstehen
    • Genre Linguistics & Literature

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