LEADER 03509nam 2200697 450 001 9910464315703321 005 20200520144314.0 010 $a1-4214-1307-8 035 $a(CKB)3710000000111569 035 $a(EBL)3318823 035 $a(SSID)ssj0001196016 035 $a(PQKBManifestationID)11675458 035 $a(PQKBTitleCode)TC0001196016 035 $a(PQKBWorkID)11162733 035 $a(PQKB)10477862 035 $a(MiAaPQ)EBC3318823 035 $a(OCoLC)880147747 035 $a(MdBmJHUP)muse32566 035 $a(Au-PeEL)EBL3318823 035 $a(CaPaEBR)ebr10872346 035 $a(EXLCZ)993710000000111569 100 $a20140527h20142014 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 00$aPostsecondary play $ethe role of games and social media in higher education /$fedited by William G. Tierney [and three others] 210 1$aBaltimore, Maryland :$cJohns Hopkins University Press,$d2014. 210 4$dİ2014 215 $a1 online resource (347 p.) 225 1 $aTech.edu : A Hopkins Series on Education and Technology 300 $aDescription based upon print version of record. 311 $a1-4214-1306-X 320 $aIncludes bibliographical references at the end of each chapters and index. 327 $a""Cover""; ""Contents""; ""Acknowledgments""; ""Introduction. Why Games and Social Media?""; ""PART I: What Is the Current Landscape of Higher Education?""; ""1 The Disruptive Future of Higher Education""; ""2 The Need to Increase College Enrollment and Completion""; ""3 Transition Readiness: Making the Shift from High School to College in a Social Media World""; ""4 From Communication to Community: How Games and Social Media Affect Postsecondary Stakeholders""; ""PART II: Whata???s in a Game?""; ""5 What Games Do Well: Mastering Concepts in Play"" 327 $a""6 The Open Laptop Exam: Reflections and Speculations""""7 Games, Passion, and a???Highera??? Education""; ""8 Game-Like Learning: Leveraging the Qualities of Game Design and Play""; ""PART III: What Do We Know about Games and What Do We Need to Learn?""; ""9 Assessing Learning in Video Games""; ""10 Implications and Applications of Sociable Gaming for Higher Education""; ""11 Gender, Social Media, Games, and the College Landscape""; ""12 How Much Technology Is Enough?""; ""Conclusion. The Shape of Things to Come""; ""Glossary""; ""Contributors""; ""Index""; ""A""; ""B""; ""C""; ""D""; ""E"" 327 $a""F""""G""; ""H""; ""I""; ""J""; ""K""; ""L""; ""M""; ""N""; ""O""; ""P""; ""Q""; ""R""; ""S""; ""T""; ""U""; ""V""; ""W""; ""Y""; ""Z"" 410 0$aTech.edu : A Hopkins Series on Education and Technology 606 $aEducation, Higher$xEffect of technological innovations on 606 $aEducation, Higher$xSocial aspects 606 $aPlay$xSocial aspects 606 $aVideo games 606 $aComputer games 606 $aSocial media 608 $aElectronic books. 615 0$aEducation, Higher$xEffect of technological innovations on. 615 0$aEducation, Higher$xSocial aspects. 615 0$aPlay$xSocial aspects. 615 0$aVideo games. 615 0$aComputer games. 615 0$aSocial media. 676 $a378.1734 702 $aTierney$b William G. 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910464315703321 996 $aPostsecondary play$92184832 997 $aUNINA