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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