The Gamification of Higher Education Developing a Game-Based Busines
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 an
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10.1057/9781137331465 - The Gamification of Higher Education, Neil B. Niman
Copyright material from www.palgraveconnect.com - licensed to Wilfrid Laurier University - PalgraveConnect - 2015-12-24
The Gamification of Higher Education
10.1057/9781137331465 - The Gamification of Higher Education, Neil B. Niman
Copyright material from www.palgraveconnect.com - licensed to Wilfrid Laurier University - PalgraveConnect - 2015-12-24
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Developing a Game-Based Business Strategy in a Disrupted Marketplace
Neil B. Niman
10.1057/9781137331465 - The Gamification of Higher Education, Neil B. Niman
Copyright material from www.palgraveconnect.com - licensed to Wilfrid Laurier University - PalgraveConnect - 2015-12-24
The Gamification of Higher Education
the gamification of higher education
Copyright © Neil B. Niman, 2014. First published in 2014 by PALGRAVE MACMILLAN® in the United States—a division of St. Martin’s Press LLC, 175 Fifth Avenue, New York, NY 10010. Where this book is distributed in the UK, Europe and the rest of the world, this is by Palgrave Macmillan, a division of Macmillan Publishers Limited, registered in England, company number 785998, of Houndmills, Basingstoke, Hampshire RG21 6XS. Palgrave Macmillan is the global academic imprint of the above companies and has companies and representatives throughout the world. Palgrave® and Macmillan® are registered trademarks in the United States, the United Kingdom, Europe and other countries. ISBN: 978–1–137–33873–0 Library of Congress Cataloging-in-Publication Data Niman, Neil B., 1956– The gamification of higher education : developing a game-based business strategy in a disrupted marketplace / Neil B. Niman. pages cm Includes bibliographical references and index. ISBN 978–1–137–33873–0 (hardback : alk. paper) 1. Education, Higher—Economic aspects. 2. Universities and colleges—Business management. 3. Educational planning. 4. Strategic planning. 5. Games—Psychological aspects. 6. ame theory. 7. Distance education—Economic aspects. 8. Educational innovations. I. Title. LC67.6.N56 2014 338.43378—dc23
2014001404
A catalogue record of the book is available from the British Library. Design by Newgen Knowledge Works (P) Ltd., Chennai, India. First edition: July 2014 10 9 8 7 6 5 4 3 2 1
10.1057/9781137331465 - The Gamification of Higher Education, Neil B. Niman
Copyright material from www.palgraveconnect.com - licensed to Wilfrid Laurier University - PalgraveConnect - 2015-12-24
All rights reserved.
Preface
vii
Introduction
1
Part I The Business of Higher Education 1 The Coming “Perfect Storm” in Higher Education
7
2 Insights from the Game Industry
27
3 Gamification as a Business Strategy
49
Part II Gaming Fundamentals 4 The Allure of Games
69
5 Design Elements
87
6 Structural Design
107
Part III Transformation through Gamification 7 The Classroom as a Game Space
127
8 Creating a Game-Based Student Experience
145
9 The Future of Higher Education
159
Notes
17
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