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[null,"1.","Record Nr.",null,"UNINA9910464315703321"]
[null,null,"Titolo",null,"Postsecondary play : the role of games and social media in higher education / / edited by William G. Tierney [and three others]"]
[null,null,"Pubbl/distr/stampa",null,"Baltimore, Maryland : , : Johns Hopkins University Press, , 2014"]
[{"$nulls":4},"©2014"]
[null,null,"ISBN",null,"1-4214-1307-8"]
[null,null,"Descrizione fisica",null,"1 online resource (347 p.)"]
[null,null,"Collana",null,"Tech.edu : A Hopkins Series on Education and Technology"]
[null,null,"Disciplina",null,"378.1734"]
[null,null,"Soggetti",null,"Education, Higher - Effect of technological innovations on"]
[{"$nulls":4},"Education, Higher - Social aspects"]
[{"$nulls":4},"Play - Social aspects"]
[{"$nulls":4},"Video games"]
[{"$nulls":4},"Computer games"]
[{"$nulls":4},"Social media"]
[{"$nulls":4},"Electronic books."]
[null,null,"Lingua di pubblicazione",null,"Inglese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,null,"Note generali","Description based upon print version of record."]
[null,null,null,"Nota di bibliografia","Includes bibliographical references at the end of each chapters and index."]
[null,null,"Nota di contenuto",null,"\"\"Cover\"\"; \"\"Contents\"\"; \"\"Acknowledgments\"\"; \"\"Introduction. Why Games and Social Media?\"\"; \"\"PART I: What Is the Current Landscape of Higher Education?\"\"; \"\"1 The Disruptive Future of Higher Education\"\"; \"\"2 The Need to Increase College Enrollment and Completion\"\"; \"\"3 Transition Readiness: Making the Shift from High School to College in a Social Media World\"\"; \"\"4 From Communication to Community: How Games and Social Media Affect Postsecondary Stakeholders\"\"; \"\"PART II: Whatâ€?s in a Game?\"\"; \"\"5 What Games Do Well: Mastering Concepts in Play\"\""]
[{"$nulls":4},"\"\"6 The Open Laptop Exam: Reflections and Speculations\"\"\"\"7 Games, Passion, and â€œHigherâ€? 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\"\""]
[{"$nulls":4},"\"\"F\"\"\"\"G\"\"; \"\"H\"\"; \"\"I\"\"; \"\"J\"\"; \"\"K\"\"; \"\"L\"\"; \"\"M\"\"; \"\"N\"\"; \"\"O\"\"; \"\"P\"\"; \"\"Q\"\"; \"\"R\"\"; \"\"S\"\"; \"\"T\"\"; \"\"U\"\"; \"\"V\"\"; \"\"W\"\"; \"\"Y\"\"; \"\"Z\"\""]