The Gamification of Higher Education [electronic resource] : Developing a Game-Based Business Strategy in a Disrupted Marketplace /
Niman, N.author.
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.
Description based upon print version of record.
Cover; Title; Copyright; Contents; Preface; Introduction; Part I The Business of Higher Education; CHAPTER 1 The Coming "Perfect Storm" in Higher Education; CHAPTER 2 Insights from the Game Industry; CHAPTER 3 Gamification as a Business Strategy; Part II Gaming Fundamentals; CHAPTER 4 The Allure of Games; CHAPTER 5 Design Elements; CHAPTER 6 Structural Design; PART III Transformation through Gamification; CHAPTER 7 The Classroom as a Game Space; CHAPTER 8 Creating a Game-Based Student Experience; CHAPTER 9 The Future of Higher Education; Notes; Bibliography; Index
Includes bibliographical references and index.
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.
Higher education.
Management.
Leadership.
Industrial management.
Higher Education.
Management.
Business Strategy/Leadership.
Innovation/Technology Management.