It takes the average reader to read Gamification in Higher Education by Sierra Adare-Tasiwoopa Ápi
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Gamification in Higher Education is a user-friendly text for anyone curious about gamification and how it increases student engagement. This book presents actual examples from gamified college courses, furnishing strategies and detailed plans for integrating gamification, regardless of the subject area, discipline, or modality. Moreover, the step-by-step how-to aspects of gamification that do not require expensive, proprietary gaming software sets this book apart from others in the field. Gamification in Higher Education explores ways to incorporate real-world simulations and promote critical thinking skill, while focusing on storytelling through which to draw in students and help them get into the game, both literally and figuratively. Additionally, the book examines gamification research and how it can be used to support reluctant learners who normally struggle with complex course content. The authors share their experiences with what has worked and, more importantly, what has not worked in adding gamification to their courses. This key resource offers educators a practical guide that will take instructors step-by-step through the design, development, and implementation of game elements, games, and fully gamified courses without using costly specialized software. It's conversational tone endeavors to put educators, whether novice, mid-career, or veteran, at ease with the process of gamification.
Gamification in Higher Education by Sierra Adare-Tasiwoopa Ápi is 0 pages long, and a total of 0 words.
This makes it 0% the length of the average book. It also has 0% more words than the average book.
The average oral reading speed is 183 words per minute. This means it takes to read Gamification in Higher Education aloud.
Gamification in Higher Education is suitable for students ages 2 and up.
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