Gamification Made Simple: A Guide for Higher Education Professionals is designed to be a practical, approachable, and experience-driven resource for instructors who may be new to the concept of gamification or are already experimenting with game-based learning. Written by educators from different disciplines-special education and speech-language pathology-the book includes the perspectives of game designers, game players, and game masters. What began as a basic role-playing activity in a graduate course has evolved into an instructional framework that transforms student engagement by enabling…mehr
Gamification Made Simple: A Guide for Higher Education Professionals is designed to be a practical, approachable, and experience-driven resource for instructors who may be new to the concept of gamification or are already experimenting with game-based learning. Written by educators from different disciplines-special education and speech-language pathology-the book includes the perspectives of game designers, game players, and game masters. What began as a basic role-playing activity in a graduate course has evolved into an instructional framework that transforms student engagement by enabling them to apply what they are learning in a safe, real-world setting. Glennda McKeithan and Ann Marshall provide readers with a step-by-step guide for planning, designing, and implementing simple, game-based learning experiences through role-playing games (RPGs).
Glennda McKeithan, PhD, NBCT is an Associate Teaching Professor in the Department of Special Education at the University of Kansas. With over 20 years of experience in K-12 and higher education as a teacher, administrator, teacher mentor, and instructional coaching. She holds advanced certification in Curriculum Design and has additional expertise in autism, gamification and digital marketing. She has researched and presented on the advantages of game based learning at state and national conferences. Glennda lives in Zebulon, North Carolina, with her husband Michael and their three dachshunds-Oscar, Odell, and Spencer. She enjoys living just down the road from her kids Michael and Cindy, grandson Ryan, Bruno her grand dog and her three grand cats. In her free time, she loves playing cards, chatting with her sister, and collaborating with former students on creative projects (like this book). Ann Marshall, SLPD-CCC - Dr. Ann Marshall is a practicing speech-language pathologist, researcher, and educator with over 14 years of experience working with K-12 students in public schools. She earned her Doctorate in Speech-Language Pathology from the University of Kansas, where her research focuses on social skills curricula for autistic students. Ann is passionate about inclusive education and supporting neurodiverse learners through evidence-based communication strategies and interdisciplinary collaboration. Her work reflects a strong commitment to helping educators and students thrive in real-world school settings. In addition to her research, Dr. Marshall brings creativity and fun to higher education through gamified and immersive learning. She has helped facilitate role-playing modules in a graduate course serving as "game master," guiding students through interactive, story-based instruction. Outside academia, Ann is a yoga enthusiast, nature lover, and believer in the power of connection - whether in the classroom, on a long walk, or over coffee with friends. She lives in Overland Park, Kansas, with her husband, Larry, three cats, and one very patient dog. She is the proud mom of Konrad, Adam, and Kelli - three incredible young adults. Ann also appreciates the love and steady encouragement of her close family friends who have always been in her corner. She enjoys the quieter moments, the louder game nights, and anything that blends purpose with play.
Inhaltsangabe
Foreword Acknowledgements Introduction Chapter 1: Introduction to Gamification in Higher Education Chapter 2: Team Engagement and Role Theory Chapter 3: Planning, Designing, and Implementing Effective RPG Games Chapter 4: Game Mechanics for Meaningful Learning Chapter 5: Maximizing Engagement and Minimizing Problems Chapter 6: Challenges and Considerations Glossary of Terms References Appendices About the Authors
Foreword Acknowledgements Introduction Chapter 1: Introduction to Gamification in Higher Education Chapter 2: Team Engagement and Role Theory Chapter 3: Planning, Designing, and Implementing Effective RPG Games Chapter 4: Game Mechanics for Meaningful Learning Chapter 5: Maximizing Engagement and Minimizing Problems Chapter 6: Challenges and Considerations Glossary of Terms References Appendices About the Authors
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