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The gamification of higher education...
~
Niman, Neil B., (1956-)
The gamification of higher education[electronic resource] :developing a game-based business strategy in a disrupted marketplace /
Record Type:
Language materials, printed : Monograph/item
[NT 15000414]:
338.43378
Title/Author:
The gamification of higher education : developing a game-based business strategy in a disrupted marketplace // Neil B. Niman.
Author:
Niman, Neil B.,
Published:
Basingstoke : : Palgrave Macmillan :, 2014.
Description:
240 p. : : 14 b&w, halftones.
Notes:
Electronic book text.
Subject:
Educational innovations.
Subject:
Educational planning.
Subject:
Game theory.
Subject:
Games - Psychological aspects.
Subject:
Strategic planning.
Subject:
Universities and colleges - Business management.
Subject:
Business strategy.
Subject:
Education.
Subject:
Higher & further education, tertiary education.
Subject:
Organization & management of education.
Subject:
Distance education - Economic aspects.
Subject:
Education, Higher - Economic aspects.
ISBN:
1137331461 (electronic bk.) :
ISBN:
9781137331465 (electronic bk.) :
ISBN:
9781137338730
[NT 15000228]:
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.
[NT 15000229]:
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.
Online resource:
Online journal 'available contents' page
The gamification of higher education[electronic resource] :developing a game-based business strategy in a disrupted marketplace /
Niman, Neil B.,1956-
The gamification of higher education
developing a game-based business strategy in a disrupted marketplace /[electronic resource] :Neil B. Niman. - 1st ed. - Basingstoke :Palgrave Macmillan :2014. - 240 p. :14 b&w, halftones.
Electronic book text.
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.
Document
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.If we could design an educational experience where learning was a part of personal growth and development, would we create empowered individuals who would be better positioned to make a contribution upon their entry into the real world? Gamification has the potential to do just that. 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. Niman reveals how the power of games can be used to create an entirely new population of super-empowered individuals who are better positioned to acquire the skills they need to remain relevant in an ever-changing economy.
PDF.
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.
ISBN: 1137331461 (electronic bk.) :£70.00Subjects--Topical Terms:
382591
Educational innovations.
LC Class. No.: LC65
Dewey Class. No.: 338.43378
The gamification of higher education[electronic resource] :developing a game-based business strategy in a disrupted marketplace /
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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.
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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.
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If we could design an educational experience where learning was a part of personal growth and development, would we create empowered individuals who would be better positioned to make a contribution upon their entry into the real world? Gamification has the potential to do just that. 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. Niman reveals how the power of games can be used to create an entirely new population of super-empowered individuals who are better positioned to acquire the skills they need to remain relevant in an ever-changing economy.
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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.
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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.
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Online journal 'available contents' page
based on 0 review(s)
Multimedia
Multimedia file
http://www.palgraveconnect.com/doifinder/10.1057/9781137331465
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