Description

Book Synopsis
  • Hands-on guidance on gamifying your own courses using readily available tools in your LMS and not an expensive software package
  • Step-by-step instructions on how to design, develop, and implement stand-alone games, game elements, and full course gamification
  • By using your LMS tools and other widely available free education technology tools our gamification strategies and techniques will not contribute to faculty or student cognitive overload
  • Drawing on their own experiences, the authors detail what works, what does not work, and lessons learned when it comes to gamification in higher education


Trade Review

"Dr. Adare-Tasiwoopa ápi and Silva have provided an amazing and valuable resource by synthesizing the vast and complex research literatures on gamified and game-based learning, education, and psychology, to help instructors and course designers meaningfully begin their journey with games and gamification. Where many other books of this sort are bound tightly to the expertise of their writers, this book is explicitly interdisciplinary, and it does a remarkable job simplifying complex theory across many fields into straightforward, accessible applications. Where many other gamification books overpromise with unlimited benefits and zero effort through all flash and no substance, this book gives a realistic and thoughtful set of resources all while teaching about games and gamification in learning integrated with sound, approachable pedagogy. I can recommend no other book more highly for the newcomer to gamified learning - start here!"

Dr. Richard Landers, John P. Campbell Distinguished Professor of Industrial-Organizational Psychology, University of Minnesota.

"What do telenovelas, missions to Mars, simulated internships, and escape rooms have in common? They’re all ideas for transforming courses through gamification. Gamification in Higher Education explains how and why to use game elements to engage and instruct college students. This book is an ideal resource for faculty and instructional designers across disciplines who want to go beyond the basics in gamified learning. It offers a richly detailed set of fully developed teaching activities along with creativity-sparking ideas."

Michelle D. Miller, Professor of Psychological Sciences and President's Distinguished Teaching Fellow, Northern Arizona University, USA.



Table of Contents

Part I: Why Gamify? 1. What is Gamification? 2. Gamification in Higher Education 3. The Pit(falls) and the Pendulum: Dos and Don’ts Part II: How to Gamify Course Elements 4. Gamifying Case Studies 5. Role-Playing & Representing 6. Court Trial and Error 7. Whodunit? Part III: How to Gamify Entire Courses 8. The Anatomy of a Gamified Biology Course 9. Internship at an Academic Magazine 10. Keepers of the Historical Documents 11. Unfolding Case Study of a Course on Nursing Care in the Community Part IV: Games 12. Tabletop Board Games and Card Games 13. Library Search Survivor 14. Escape Rooms 15. Recognizable Games 16. The End Game Appendix A: Star Trek® Episode and Movie Compendium Lists Appendix B: Free and Canvas Resources

Gamification in Higher Education: A How-To

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    £999.99

    Includes FREE delivery

    A Paperback / softback by Sierra Adare-Tasiwoopa ápi, Nathan Silva

    Out of stock


      View other formats and editions of Gamification in Higher Education: A How-To by Sierra Adare-Tasiwoopa ápi

      Publisher: Taylor & Francis Inc
      Publication Date: 30/10/2023
      ISBN13: 9781642673937, 978-1642673937
      ISBN10: 1642673935

      Description

      Book Synopsis
      • Hands-on guidance on gamifying your own courses using readily available tools in your LMS and not an expensive software package
      • Step-by-step instructions on how to design, develop, and implement stand-alone games, game elements, and full course gamification
      • By using your LMS tools and other widely available free education technology tools our gamification strategies and techniques will not contribute to faculty or student cognitive overload
      • Drawing on their own experiences, the authors detail what works, what does not work, and lessons learned when it comes to gamification in higher education


      Trade Review

      "Dr. Adare-Tasiwoopa ápi and Silva have provided an amazing and valuable resource by synthesizing the vast and complex research literatures on gamified and game-based learning, education, and psychology, to help instructors and course designers meaningfully begin their journey with games and gamification. Where many other books of this sort are bound tightly to the expertise of their writers, this book is explicitly interdisciplinary, and it does a remarkable job simplifying complex theory across many fields into straightforward, accessible applications. Where many other gamification books overpromise with unlimited benefits and zero effort through all flash and no substance, this book gives a realistic and thoughtful set of resources all while teaching about games and gamification in learning integrated with sound, approachable pedagogy. I can recommend no other book more highly for the newcomer to gamified learning - start here!"

      Dr. Richard Landers, John P. Campbell Distinguished Professor of Industrial-Organizational Psychology, University of Minnesota.

      "What do telenovelas, missions to Mars, simulated internships, and escape rooms have in common? They’re all ideas for transforming courses through gamification. Gamification in Higher Education explains how and why to use game elements to engage and instruct college students. This book is an ideal resource for faculty and instructional designers across disciplines who want to go beyond the basics in gamified learning. It offers a richly detailed set of fully developed teaching activities along with creativity-sparking ideas."

      Michelle D. Miller, Professor of Psychological Sciences and President's Distinguished Teaching Fellow, Northern Arizona University, USA.



      Table of Contents

      Part I: Why Gamify? 1. What is Gamification? 2. Gamification in Higher Education 3. The Pit(falls) and the Pendulum: Dos and Don’ts Part II: How to Gamify Course Elements 4. Gamifying Case Studies 5. Role-Playing & Representing 6. Court Trial and Error 7. Whodunit? Part III: How to Gamify Entire Courses 8. The Anatomy of a Gamified Biology Course 9. Internship at an Academic Magazine 10. Keepers of the Historical Documents 11. Unfolding Case Study of a Course on Nursing Care in the Community Part IV: Games 12. Tabletop Board Games and Card Games 13. Library Search Survivor 14. Escape Rooms 15. Recognizable Games 16. The End Game Appendix A: Star Trek® Episode and Movie Compendium Lists Appendix B: Free and Canvas Resources

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