Postsecondary Play: The Role of Games and Social Media in Higher Education

Author:   William G. Tierney (Wilbur-Kieffer Professor of Higher Education & Director, Center for Higher Education Policy Analysis, University of Southern California) ,  Zoë B. Corwin (University of Southern California) ,  Tracy Fullerton (University of Southern California) ,  Gisele Ragusa (University of Southern California)
Publisher:   Johns Hopkins University Press
ISBN:  

9781421413068


Pages:   352
Publication Date:   27 July 2014
Recommended Age:   From 17
Format:   Hardback
Availability:   To order   Availability explained
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Postsecondary Play: The Role of Games and Social Media in Higher Education


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Author:   William G. Tierney (Wilbur-Kieffer Professor of Higher Education & Director, Center for Higher Education Policy Analysis, University of Southern California) ,  Zoë B. Corwin (University of Southern California) ,  Tracy Fullerton (University of Southern California) ,  Gisele Ragusa (University of Southern California)
Publisher:   Johns Hopkins University Press
Imprint:   Johns Hopkins University Press
Dimensions:   Width: 15.20cm , Height: 2.90cm , Length: 22.90cm
Weight:   0.612kg
ISBN:  

9781421413068


ISBN 10:   142141306
Pages:   352
Publication Date:   27 July 2014
Recommended Age:   From 17
Audience:   Professional and scholarly ,  Professional & Vocational
Format:   Hardback
Publisher's Status:   Active
Availability:   To order   Availability explained
Stock availability from the supplier is unknown. We will order it for you and ship this item to you once it is received by us.

Table of Contents

"Acknowledgments Introduction. Why Games and Social Media? Part I: What Is the Current Landscape of Higher Education? Chapter 1. The Disruptive Future of Higher Education Chapter 2. The Need to Increase College Enrollment and Completion Chapter 3. Transition Readiness: Making the Shift from High School to College in a Social Media World Chapter 4. From Communication to Community: How Games and Social Media Affect Postsecondary Stakeholders Part II: What's in a Game? Chapter 5. What Games Do Well: Mastering Concepts in Play Chapter 6. The Open Laptop Exam: Reflections and Speculations Chapter 7. Games, Passion, and ""Higher"" Education Chapter 8. Game-Like Learning: Leveraging the Qualities of Game Design and Play Part III: What Do We Know about Games and What Do We Need to Learn? Chapter 9. Assessing Learning in Video Games Chapter 10. Implications and Applications of Sociable Gaming for Higher Education Chapter 11. Gender, Social Media, Games, and the College Landscape Chapter 12. How Much Technology Is Enough? Conclusion. The Shape of Things to Come Glossary Contributors Index"

Reviews

Recommended for educators and the technology community. Library Journal 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. -- M. Kristana Textor American Journal of Play


Recommended for educators and the technology community. Library Journal


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 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


Author Information

William G. Tierney is Wilbur Kieffer Professor of Higher Education and co-director of the Pullias Center for Higher Education at the University of Southern California. Zoe B. Corwin is director of Collegeology, a game designed to teach underserved students how to navigate college admissions at the Pullias Center for Higher Education Policy and Analysis at USC. Tracy Fullerton is director of the Game Innovation Lab at USC. Gisele Ragusa studies educational instrument design. All four are on the faculty of USC.

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