.:Place Hold
Postsecondary play : the role of games and social media in higher education
Tierney, William G., editor.
Publisher: |
Johns Hopkins University Press, |
Pub date: |
2014. |
Pages: |
vi, 336 pages : |
ISBN: |
9781421413068 |
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1 copy available at University of Alberta - Augustana Campus Library.
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LB 2395.7 P68 2014 |
1 |
Book
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On Shelf
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Postsecondary play : the role of games and social media in higher education
Tierney, William G., editor.
Postsecondary play : the role of games and social media in higher education
Tierney, William G., editor.
Title:
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Postsecondary play : the role of games and social media in higher education / edited by William G. Tierney [and 3 others].
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Publication:
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Baltimore, Maryland : Johns Hopkins University Press, 2014.
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Physical description:
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vi, 336 pages : illustrations ; 24 cm.
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Content type:
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text
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Media type:
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unmediated
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Carrier type:
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volume
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Series Added Entry-U:
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Tech.edu.
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Portion of title:
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Role of games and social media in higher education
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Portion of title:
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Games and social media in higher education
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Subject term:
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Education, Higher--Effect of technological innovations on.
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Subject term:
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Education, Higher--Social aspects.
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Subject term:
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Play--Social aspects.
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Subject term:
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Video games.
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Subject term:
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Computer games.
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Subject term:
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Social media.
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Bibliography note:
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Includes bibliographical references and index.
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Contents:
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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.
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Summary:
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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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Series Statement:
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(Tech.edu)
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Added Entry-Personal:
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Tierney, William G., editor.
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ISBN:
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9781421413068 (hardcover : alk. paper)
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ISBN:
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142141306X (hardcover : alk. paper)
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ISBN:
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(ISBN invalid)9781421413075 (electronic)
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ISBN:
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(ISBN invalid)1421413078 (electronic)
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key:
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6915393
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LCCN:
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2013029166
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