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May 2, 2014 | |
9781421413068 | |
English | |
352 | |
6 halftones, 6 line drawings | |
9.00 Inches (US) | |
6.00 Inches (US) | |
1.35 Pounds (US) | |
1.35 Pounds (US) | |
$47.00 USD, £35.00 GBP | |
v2.1 Reference | |
Electronic book text | |
July 3, 2014 | |
9781421413075 | |
9781421413068 | |
English | |
352 | |
6 halftones, 6 line drawings | |
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6.00 Inches (US) | |
$32.00 USD, £23.50 GBP | |
v2.1 Reference | |
Paperback / softback | |
February 28, 2017 | |
9781421422756 | |
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352 | |
6 halftones, 6 line drawings | |
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1.25 Pounds (US) | |
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Postsecondary Play
The Role of Games and Social Media in Higher Education
While the vast majority of college students use social media and gaming in their everyday lives, colleges and universities have been slow to recognize and harness the power of either. Postsecondary Play explores the significance of games and social media in higher education, and particularly how they can be used to attract, retain, educate, and socialize students.
Tierney, a past president of the American Educational Research Association, has gathered some of the best research on the emerging role of games and social media in the classroom and how these tools can boost student confidence and increase college access. Scholars writing from a wide variety of disciplines—college access, social media, game studies, and learning sciences—provide concrete examples to illustrate the new and complex ways in which students learn in response to social media and games. Tierney and the contributors find that, although games can be powerful tools for encouraging underserved students, quality game design and mastering the concept of play—the ability to develop skills while engaging in the game—are essential in the effective use of serious games in teaching and learning.
Summarizing a decade of research in game design and learning, Postsecondary Play will appeal to higher education scholars and students of learning, online gaming, education, and the media.
About the Authors
Reviews
"Summons a chorus of experts and articulates their varied and informative perspectives through clearly written and well-organized essays. Those hoping to understand better the state of higher education and the role that games and social media will play in its development should certainly read this book."—American Journal of Play
"Recommended for educators and the technology community."—Library Journal
"This book (hardcover or electronic format) is a worthwhile addition to the dynamic body of knowledge through the scholarship of teaching and learning. Its key arguments cross geographic borders, and the key themes are timeless"—Canadian Journal of Higher Education
"Like a brilliantly designed game, this timely and important text is creatively entertaining and appropriately complex. It is as much about gaming and innovative technologies as it is about college opportunity, postsecondary literacies, and student success. Were this book a tweet, I would continuously retweet it."—Shaun Harper, Center for the Study of Race and Equity in Education, University of Pennsylvania
"A stellar collection that outlines how game technologies can be used by colleges and universities to increase access and reach a broader range of students. It goes further, however, and shows how higher education should embrace the cultural values of a digitally networked world."—Kurt Squire, Co-Director, Games Learning Society, Wisconsin Institute for Discovery; Romnes Professor, University of Wisconsin–Madison
The Johns Hopkins University Press | |
Tech.edu Series On Education And Technology | |
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Hardback | |
May 2, 2014 | |
9781421413068 | |
English | |
352 | |
6 halftones, 6 line drawings | |
9.00 Inches (US) | |
6.00 Inches (US) | |
1.35 Pounds (US) | |
1.35 Pounds (US) | |
$47.00 USD, £35.00 GBP | |
v2.1 Reference | |
Electronic book text | |
July 3, 2014 | |
9781421413075 | |
9781421413068 | |
English | |
352 | |
6 halftones, 6 line drawings | |
9.00 Inches (US) | |
6.00 Inches (US) | |
$32.00 USD, £23.50 GBP | |
v2.1 Reference | |
Paperback / softback | |
February 28, 2017 | |
9781421422756 | |
English | |
352 | |
6 halftones, 6 line drawings | |
9.00 Inches (US) | |
6.00 Inches (US) | |
1.25 Pounds (US) | |
1.25 Pounds (US) | |
$32.00 USD, £23.50 GBP | |
v2.1 Reference | |
Other Titles by William G. Tierney
Diversifying Digital Learning
Rethinking Education and Poverty
New Players, Different Game
Other Titles by Zoë B. Corwin
Diversifying Digital Learning
Other Titles from Tech.edu Series On Education And Technology
Learning Online
Learning Innovation and the Future of Higher Education
Game On!
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