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Postsecondary play : the role of games and social media in higher education / edited by William G. Tierney [and 3 others]

Contributor(s): Tierney, William G [editor].
Series: Tech.edu: Publisher: Baltimore, Maryland : Johns Hopkins University Press, ©2017Description: vi, 336 pages : illustrations ; 24 cm.Content type: text Media type: unmediated Carrier type: volumeISBN: 9781421422756 (softcover : alk. paper).Other title: Role of games and social media in higher education | Games and social media in higher education.Subject(s): Education, Higher -- Effect of technological innovations on | Education, Higher -- Social aspects | Play -- Social aspects | Video games | Computer games | Social mediaGenre/Form: Print books.
Contents:
Introduction: Why games and social media? / Zoë B. Corwin, William G. Tierney, Tracy Fullerton, and Gisele Ragusa -- What is the current landscape of higher education?: The disruptive future of higher education / William G. Tierney ; The need to increase college enrollment and completion / Laura W. Perna ; Transition readiness : making the shift from high school to college in a social media world / David Conley and Mary Seburn ; From communication to community : how games and social media affect postsecondary stakeholders / Zoë B. Corwin -- What's in a game?: What games do well : mastering concepts in play / Tracy Fullerton ; The open laptop exam : reflections and expectations / Henry Jenkins and Adam S. Kahn ; Games, passion, and "higher" education / James Paul Gee ; Game-like learning : leveraging the qualities of game design and play / Katie Salen -- What do we know about games and what do we need to learn?: Assessing learning in video games / Valerie Shute, Matthew Ventura, Yoon Jeon Kim, and Lubin Wang ; Implications and applications of sociable gaming for higher education / Nicole B. Ellison, Donghee Yvette Wohn, and Carrie Heeter ; Gender, social media, games, and the college landscape / Gisele Ragusa ; How much technology is enough? / Steven Weiland -- Conclusion: The shape of things to come / William G. Tierney and Zoë B. Corwin
Summary: Part of the barrier to college access is navigating the elaborate application process with its multiple essays, test scores, and deadlines. For students without substantial school and family support, this is enough to make entering college impossible. Using online games and social media as tools, the editor and his team have developed ways to make applying for college much less intimidating
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Includes bibliographical references and index

Introduction: Why games and social media? / Zoë B. Corwin, William G. Tierney, Tracy Fullerton, and Gisele Ragusa -- What is the current landscape of higher education?: The disruptive future of higher education / William G. Tierney ; The need to increase college enrollment and completion / Laura W. Perna ; Transition readiness : making the shift from high school to college in a social media world / David Conley and Mary Seburn ; From communication to community : how games and social media affect postsecondary stakeholders / Zoë B. Corwin -- What's in a game?: What games do well : mastering concepts in play / Tracy Fullerton ; The open laptop exam : reflections and expectations / Henry Jenkins and Adam S. Kahn ; Games, passion, and "higher" education / James Paul Gee ; Game-like learning : leveraging the qualities of game design and play / Katie Salen -- What do we know about games and what do we need to learn?: Assessing learning in video games / Valerie Shute, Matthew Ventura, Yoon Jeon Kim, and Lubin Wang ; Implications and applications of sociable gaming for higher education / Nicole B. Ellison, Donghee Yvette Wohn, and Carrie Heeter ; Gender, social media, games, and the college landscape / Gisele Ragusa ; How much technology is enough? / Steven Weiland -- Conclusion: The shape of things to come / William G. Tierney and Zoë B. Corwin

Part of the barrier to college access is navigating the elaborate application process with its multiple essays, test scores, and deadlines. For students without substantial school and family support, this is enough to make entering college impossible. Using online games and social media as tools, the editor and his team have developed ways to make applying for college much less intimidating

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