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  • Gamify Your College Classroom: Strategies to Foster Critical Thinking and Life Skills Across Disciplines

    Gamify Your College Classroom by Adare-Tasiwoopa ápi, Sierra;

    Strategies to Foster Critical Thinking and Life Skills Across Disciplines

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    A termék adatai:

    • Kiadás sorszáma 1
    • Kiadó Routledge
    • Megjelenés dátuma 2025. szeptember 29.

    • ISBN 9781032829364
    • Kötéstípus Keménykötés
    • Terjedelem314 oldal
    • Méret 229x152 mm
    • Nyelv angol
    • Illusztrációk 14 Illustrations, black & white; 9 Halftones, black & white; 5 Line drawings, black & white; 5 Tables, black & white
    • 700

    Kategóriák

    Rövid leírás:

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

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    Hosszú leírás:

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


    Featuring a robust contributor team representing a range of institutions and disciplines, this guide provides detailed case studies and strategies to promote critical thinking, communication, problem-solving, teamwork, and even AI literacy. In a world in which ChatGPT and other generative AI technologies tempt students to take a passive route, the approaches in this book are designed to foster strategic planners and open-minded decision-makers.


    By allowing students to gain knowledge through their choices, take responsibility for their learning, and expand and enrich their perspectives on diversity and empathy, this book equips college faculty and instructors with the tools they need to optimize real-world skill building.



    When educators hear about the strong evidence supporting gamification's impact on learning, I suspect many immediately picture a favorite family or one that a faculty member used in a course helped them to learn in a way that lectures never could. Others might envision classic board game and wonder how it might be adapted to help students learn in their course. What likely doesn't come to mind? The wide range of game-based strategies already in use throughout education: role-playing, simulations, choose-your-own-path activities, discipline-specific escape rooms, and a surprising number of others.


    When it comes to gamification in higher education, there is a lot more to consider than rolling dice and collecting tokens. Fortunately, Gamify Your College Classroom: Strategies to Foster Critical Thinking and Life Skills Across Disciplines brings clarity and creativity to the table. Edited by Sierra Adare-Tasiwoopa ápi, this volume assembles 40 experts in the field of gamification. Together, these 40 contributors unpack a variety of game types, explain why they work, and—most importantly—show how you might use them in your own course, whether in-person or online, first-year course or graduate seminar, and in any discipline. This isn't just a book—it's a practical, thoughtful, and thoroughly useful handbook created by a coalition of gamification experts who know how to take the elements of a good game and move from novelty to meaningful pedagogy. If you are curious how to create more engaging learning environments, this book is where the game begins.


    Todd Zakrajsek, Adjunct Associate Professor and Associate Director of The Faculty Development Fellowship, Department of Family Medicine, University of North Carolina at Chapel Hill, USA, Director, Lilly Conferences on Evidence-Based Teaching


    A very compelling and insightful book that offers a fresh perspective on the topic of using gamification in the classroom. The authors who contributed to this book provide a wide and diverse range of topics, such as using “Storytelling and Escape Rooms,” “Role-Playing,” and “Semester-Long Gamification.” Sierra Adare-Tasiwoopa ápi delivers a collection of meticulously researched chapters and engaging writing style that makes this book an essential contribution to the field of higher education. I encourage anyone interested in the fascinating topic of gamification to add this book to your collection.


    E. David Moss, Associate Professor of Communication Studies, Mt. San Jacinto College, USA


    Into our doom and gloom world, with constant predictions that teachers are all going to be replaced by AI, comes this upbeat book to provide a cheerful antidote and start a fresh conversation. Whatever your discipline, it’s hard not to want to dip into this compendium and fantasize about how it might apply to your own classroom. The authors are thoughtful, knowledgeable, realistic, and more than a little inspiring. Whether you end up being an advanced practitioner in gamification, or just an armchair curricular dreamer, this persuasive volume provides new ideas for thinking creatively about how we engage students in meaningful learning encounters that can reinvigorate their futures, and ours.


    Teresa Dawson, Teaching Professor in Geography, University of Victoria, Canada

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    Tartalomjegyzék:

    Part 1: Gamification and 21st Century Life Skills


    1. How Gamification Fosters Critical Thinking and Other Life Skills


    Sierra Adare-Tasiwoopa ápi


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


    Daisyane Barreto and Jeff Ertzberger


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


    Zarah Gayrama-Borines


    Part 2: Storytelling and Escape Rooms


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


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


    5. Enhancing Learning Experiences Through Storytelling and Immersive Media


    Drew Santorello


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


    Sierra Adare-Tasiwoopa ápi


    7. Time’s Running Out! Escape Rooms that Promote Time Management and Cognition


    Debra Luken and Florence W. Williams


    8. To Escape You Must Communicate: A Mystery


    Patricia Nill


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


    Dawn Taylor


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


    Jennifer Culver


    Part 3: Choose Your Own Path Games


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


    Kinsey Wright and Lori Navarrete


    12. Piecing the Puzzle Together: Conditional Release Mysteries


    Adam Davi and Dorothy Loftin


    Part 4: Role-Playing


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


    Lynn Wahl


    14. Let’s Role-Play: Critical Thinking Scenarios for the Classroom


    Vanessa Mari and Rachel S. G. Bower


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


    Sheri Bayley


    16. It’s AI, My Dear Watson! An AI Literacy Sleuthing Game


    Sierra Adare-Tasiwoopa ápi


    Part 5: Gamify with Existing Games


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


    Toni Picker and Celine Greene


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


    Kelly Richmond Pope and Roni Jackson


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


    Brianne Taormina-Barrientos and Liz Galvez


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


    Jessica Limbrick


    21. Empower Tomorrow’s Leaders by Time Traveling to the Ancient World


    Robert Stephan


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


    Chris Pilgrim and Michael Breazeale


    23. BINGO! for Critical Thinking


    Brenda Bien


    Part 6: Semester-Long Gamification


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


    Chris Babits and Travis N. Thurston


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


    Nathan K. Silva


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


    Roxanne Claire Farrar


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


    Ashley Caudill and Anne Jewett


    28. Conclusion


    Sierra Adare-Tasiwoopa ápi

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