語系:
繁體中文
English
說明(常見問題)
回圖書館首頁
手機版館藏查詢
登入
回首頁
切換:
標籤
|
MARC模式
|
ISBD
The gamification of higher education...
~
Niman, Neil B., (1956-)
FindBook
Google Book
Amazon
博客來
The gamification of higher education = developing a game-based business strategy in a disrupted marketplace /
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
The gamification of higher education/ Neil B. Niman.
其他題名:
developing a game-based business strategy in a disrupted marketplace /
作者:
Niman, Neil B.,
出版者:
Basingstoke :Palgrave Macmillan : : 2014.,
面頁冊數:
240 p. :14 b&w, halftones.
附註:
Electronic book text.
內容註:
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.
標題:
Educational planning. -
電子資源:
http://link.springer.com/10.1057/9781137331465Online journal 'available contents' page
ISBN:
1137331461 (electronic bk.) :
The gamification of higher education = 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:
529585
Educational planning.
LC Class. No.: LC65
Dewey Class. No.: 338.43378
The gamification of higher education = developing a game-based business strategy in a disrupted marketplace /
LDR
:04388nmm a22004212a 4500
001
1951121
003
UK-WkNB
005
20140904000000.0
007
cu||||||||||||
008
231227e201407uuxxka |s|||||||0|0 eng|d
020
$a
1137331461 (electronic bk.) :
$c
£70.00
020
$a
9781137331465 (electronic bk.) :
$c
£70.00
020
$a
9781137338730
035
$a
9781137331465
035
$a
1951121
040
$a
UK-WkNB
$b
eng
$c
UK-WkNB
050
4
$a
LC65
072
$a
EDU
$2
ukslc
072
7
$a
JNK
$2
bicssc
072
7
$a
JNM
$2
bicssc
072
7
$a
KJC
$2
bicssc
082
0 4
$a
338.43378
$2
23
100
1
$a
Niman, Neil B.,
$d
1956-
$3
2080001
245
1 4
$a
The gamification of higher education
$h
[electronic resource] :
$b
developing a game-based business strategy in a disrupted marketplace /
$c
Neil B. Niman.
250
$a
1st ed.
260
$a
Basingstoke :
$b
Palgrave Macmillan :
$b
[distributor] Not Avail,
$c
2014.
300
$a
240 p. :
$b
14 b&w, halftones.
365
$a
02
$b
110.00
$c
USD
$d
00
$e
Local taxes may apply
$h
Z 110.00 0.0 110.00 0.00
$j
US
$k
xxu
$m
Ingram Book Company
$2
onix-pt
365
$a
02
$b
70.00
$c
GBP
$d
00
$h
S 58.33 20.0 70.00 11.67
$j
GB
$k
xxk
$m
Palgrave Macmillan
$2
onix-pt
366
$b
20140717
$c
IP 20140718
$j
GB
$k
xxk
$m
Palgrave Macmillan
$2
UK-WkNB
366
$b
20141028
$j
US
$k
xxu
$m
Ingram
$2
UK-WkNB
500
$a
Electronic book text.
500
$a
Epublication based on: 9781137338730, 2014.
505
0
$a
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.
516
$a
Document
520
$a
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.
$b
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.
520
1
$a
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.
538
$a
PDF.
545
0
$a
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.
650
0
$a
Educational planning.
$3
529585
650
0
$a
Distance education
$x
Economic aspects.
$3
2080002
650
0
$a
Education, Higher
$x
Economic aspects.
$3
540294
650
0
$a
Educational innovations.
$3
517209
650
0
$a
Game theory.
$3
532607
650
0
$a
Games
$x
Psychological aspects.
$3
721873
650
0
$a
Strategic planning.
$3
528149
650
0
$a
Universities and colleges
$x
Business management.
$3
925257
650
7
$a
Business strategy.
$3
1359094
650
7
$a
Education.
$3
516579
650
7
$a
Higher & further education, tertiary education.
$2
bicssc
$3
1556473
650
7
$a
Organization & management of education.
$2
bicssc
$3
1556640
856
4
$u
http://link.springer.com/10.1057/9781137331465
$x
05
$z
Online journal 'available contents' page
筆 0 讀者評論
館藏地:
全部
電子資源
出版年:
卷號:
館藏
1 筆 • 頁數 1 •
1
條碼號
典藏地名稱
館藏流通類別
資料類型
索書號
使用類型
借閱狀態
預約狀態
備註欄
附件
W9248707
電子資源
11.線上閱覽_V
電子書
EB LC65
一般使用(Normal)
在架
0
1 筆 • 頁數 1 •
1
多媒體
評論
新增評論
分享你的心得
Export
取書館
處理中
...
變更密碼
登入