The Resource Postsecondary play : the role of games and social media in higher education, edited by William G. Tierney [and 3 others]
Postsecondary play : the role of games and social media in higher education, edited by William G. Tierney [and 3 others]
Resource Information
The item Postsecondary play : the role of games and social media in higher education, edited by William G. Tierney [and 3 others] represents a specific, individual, material embodiment of a distinct intellectual or artistic creation found in University of Missouri-St. Louis Libraries.This item is available to borrow from 1 library branch.
Resource Information
The item Postsecondary play : the role of games and social media in higher education, edited by William G. Tierney [and 3 others] represents a specific, individual, material embodiment of a distinct intellectual or artistic creation found in University of Missouri-St. Louis Libraries.
This item is available to borrow from 1 library branch.
- 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
- Language
- eng
- Extent
- vi, 336 pages
- 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 Yvonne 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
- Isbn
- 9781421413068
- Label
- Postsecondary play : the role of games and social media in higher education
- Title
- Postsecondary play
- Title remainder
- the role of games and social media in higher education
- Statement of responsibility
- edited by William G. Tierney [and 3 others]
- Title variation
-
- Role of games and social media in higher education
- Games and social media in higher education
- Subject
-
- Computer games
- Computer games
- Computerspiel
- EDUCATION / Higher
- Education, Higher -- Effect of technological innovations on
- Education, Higher -- Effect of technological innovations on
- Education, Higher -- Social aspects
- Education, Higher -- Social aspects
- GAMES / Video & Electronic
- Hochschulbildung
- Play -- Social aspects
- Play -- Social aspects
- SOCIAL SCIENCE / Media Studies
- Social media
- Social media
- Soziale Software
- Video games
- Video games
- Videospiel
- Language
- eng
- 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
- Cataloging source
- DLC
- Dewey number
- 378.1734
- Illustrations
- illustrations
- Index
- index present
- LC call number
- LB2395.7
- LC item number
- .P68 2014
- Literary form
- non fiction
- Nature of contents
- bibliography
- http://library.link/vocab/relatedWorkOrContributorName
- Tierney, William G.
- Series statement
- Tech.edu
- http://library.link/vocab/subjectName
-
- Education, Higher
- Education, Higher
- Play
- Video games
- Computer games
- Social media
- EDUCATION / Higher
- GAMES / Video & Electronic
- SOCIAL SCIENCE / Media Studies
- Hochschulbildung
- Videospiel
- Computerspiel
- Soziale Software
- Computer games
- Education, Higher
- Education, Higher
- Play
- Social media
- Video games
- Label
- Postsecondary play : the role of games and social media in higher education, edited by William G. Tierney [and 3 others]
- Bibliography note
- Includes bibliographical references and index
- Carrier category
- volume
- Carrier MARC source
- rdacarrier
- Content category
- text
- Content type MARC source
- rdacontent
- 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 Yvonne 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
- Control code
- 863043779
- Dimensions
- 24 cm
- Extent
- vi, 336 pages
- Isbn
- 9781421413068
- Isbn Type
- (hardcover : alk. paper)
- Lccn
- 2013029166
- Media category
- unmediated
- Media MARC source
- rdamedia
- Other physical details
- illustrations
- System control number
- (OCoLC)863043779
- Label
- Postsecondary play : the role of games and social media in higher education, edited by William G. Tierney [and 3 others]
- Bibliography note
- Includes bibliographical references and index
- Carrier category
- volume
- Carrier MARC source
- rdacarrier
- Content category
- text
- Content type MARC source
- rdacontent
- 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 Yvonne 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
- Control code
- 863043779
- Dimensions
- 24 cm
- Extent
- vi, 336 pages
- Isbn
- 9781421413068
- Isbn Type
- (hardcover : alk. paper)
- Lccn
- 2013029166
- Media category
- unmediated
- Media MARC source
- rdamedia
- Other physical details
- illustrations
- System control number
- (OCoLC)863043779
Subject
- Computer games
- Computer games
- Computerspiel
- EDUCATION / Higher
- Education, Higher -- Effect of technological innovations on
- Education, Higher -- Effect of technological innovations on
- Education, Higher -- Social aspects
- Education, Higher -- Social aspects
- GAMES / Video & Electronic
- Hochschulbildung
- Play -- Social aspects
- Play -- Social aspects
- SOCIAL SCIENCE / Media Studies
- Social media
- Social media
- Soziale Software
- Video games
- Video games
- Videospiel
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