Developing a Game-Based Business Strategy in a Disrupted Marketplace
Buch, Englisch, 231 Seiten, Format (B × H): 146 mm x 225 mm, Gewicht: 4041 g
ISBN: 978-1-137-33873-0
Verlag: Palgrave MacMillan Us
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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Research
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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