Coverart for item
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]

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
Contributor
Editor
Subject
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
Member of
Cataloging source
DLC
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]
Instantiates
Publication
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
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]
Publication
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
Lccn
2013029166
Media category
unmediated
Media MARC source
rdamedia
Other physical details
illustrations
System control number
(OCoLC)863043779

Library Locations

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      32.771354 -117.193327
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