Description

Book Synopsis
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.

Trade Review
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 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

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

Postsecondary Play

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    £35.10

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    RRP £39.00 – you save £3.90 (10%)

    Order before 4pm tomorrow for delivery by Mon 22 Jun 2026.

    A Hardback by William G. Tierney, Zoë B. Corwin, Tracy Fullerton

    1 in stock


      View other formats and editions of Postsecondary Play by William G. Tierney

      Publisher: Johns Hopkins University Press
      Publication Date: 27/07/2014
      ISBN13: 9781421413068, 978-1421413068
      ISBN10: 142141306X

      Description

      Book Synopsis
      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.

      Trade Review
      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 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

      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

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