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

  • PDF / 4,045,778 Bytes
  • 242 Pages / 396 x 612 pts Page_size
  • 104 Downloads / 197 Views

DOWNLOAD

REPORT


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

This page intentionally left blank

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