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OverviewFull Product DetailsAuthor: Sierra Adare-Tasiwoopa ápiPublisher: Taylor & Francis Ltd Imprint: Routledge Weight: 0.580kg ISBN: 9781032827797ISBN 10: 1032827793 Pages: 296 Publication Date: 28 September 2025 Audience: Professional and scholarly , Professional and scholarly , Professional & Vocational , Professional & Vocational Format: Paperback Publisher's Status: Active Availability: Not yet available ![]() This item is yet to be released. You can pre-order this item and we will dispatch it to you upon its release. Table of ContentsPart 1: Gamification and 21st Century Life Skills 1. How Gamification Fosters Critical Thinking and Other Life Skills Sierra Adare-Tasiwoopa ápi 2. Game on! How to Incorporate Games and Gamification in Education Daisyane Barreto and Jeff Ertzberger 3. Becoming an Influencer: Digital Badges and Leaderboards Incentivize Life Skills Zarah Gayrama-Borines Part 2: Storytelling and Escape Rooms 4. I Spy the Solution: A Meta Approach to Escape Room Design Laura Geringer, Maddie Shellgren, Cody House, et al. 5. Enhancing Learning Experiences Through Storytelling and Immersive Media Drew Santorello 6. Elevate Empathy While Solving Problems: The Importance of the Scenario and Characters in Gamification Sierra Adare-Tasiwoopa ápi 7. Time’s Running Out! Escape Rooms that Promote Time Management and Cognition Debra Luken and Florence W. Williams 8. To Escape You Must Communicate: A Mystery Patricia Nill 9. Life Happens When a Case Study Gets Locked in an Escape Room Dawn Taylor 10. Nailed It or Not: Failure is Part of the Fun Jennifer Culver Part 3: Choose Your Own Path Games 11. Which Way Do I Go? Branching Case Studies Champion Decision-Making Kinsey Wright and Lori Navarrete 12. Piecing the Puzzle Together: Conditional Release Mysteries Adam Davi and Dorothy Loftin Part 4: Role-Playing 13. High-Stakes Adaptability in a Gamified Role-Play Simulation with ChatGPT Lynn Wahl 14. Let’s Role-Play: Critical Thinking Scenarios for the Classroom Vanessa Mari and Rachel S. G. Bower 15. Tip of the Tongue: Incorporating Gamification to Bolster Real-World Interventions Sheri Bayley 16. It’s AI, My Dear Watson!: An AI Literacy Sleuthing Game Sierra Adare-Tasiwoopa ápi Part 5: Gamify with Existing Games 17. Building From the Ground Up Takes Quick Thinking and Teamwork Toni Picker and Celine Greene 18. From Case Studies to Game-Based Learning: Enhancing Ethical Sensitivity in Education Kelly Richmond Pope and Roni Jackson 19. Pitch and Switch: Just How Adaptable are You? Brianne Taormina-Barrientos and Liz Galvez 20. What Happens When the Ends Don’t Meet? A Poverty Simulation to Teach About Poverty Jessica Limbrick 21. Empower Tomorrow’s Leaders by Time Traveling to the Ancient World Robert Stephan 22. Far from Trivial: The Benefits of Using TriviaMaker to Engage and Motivate Students Chris Pilgrim and Michael Breazeale 23. BINGO! for Critical Thinking Brenda Bien Part 6: Semester-Long Gamification 24. Choose Your Own Learning Adventure: Designing for Student Motivation and Strengthening Life Skills Chris Babits and Travis N. Thurston 25. The Senate’s Ethics Committee: A Course Narrative Promoting Decision-Making and Empathy Nathan K. Silva 26. Scavenger Hunt for Cultural Artifacts: Fully Gamifying a Course Roxanne Claire Farrar 27. A Collaborative Journey in Gamifying a Graduate-Level Course Ashley Caudill and Anne Jewett 28. Conclusion Sierra Adare-Tasiwoopa ápiReviewsInto our doom and gloom world, with constant predictions that teachers are all going to be replaced by AI, comes this upbeat book to provide a cheerful antidote and start a fresh conversation. Whatever your discipline, it’s hard not to want to dip into this compendium and fantasize about how it might apply to your own classroom. The authors are thoughtful, knowledgeable, realistic, and more than a little inspiring. Whether you end up being an advanced practitioner in gamification, or just an armchair curricular dreamer, this persuasive volume provides new ideas for thinking creatively about how we engage students in meaningful learning encounters that can reinvigorate their futures, and ours. Teresa Dawson, Teaching Professor in Geography, University of Victoria, Canada A very compelling and insightful book that offers a fresh perspective on the topic of using gamification in the classroom. The authors who contributed to this book provide a wide and diverse range of topics, such as using “Storytelling and Escape Rooms,” “Role-Playing,” and “Semester-Long Gamification.” Sierra Adare-Tasiwoopa ápi delivers a collection of meticulously researched chapters and engaging writing style that makes this book an essential contribution to the field of higher education. I encourage anyone interested in the fascinating topic of gamification to add this book to your collection. E. David Moss, Associate Professor of Communication Studies, Mt. San Jacinto College, USA Author InformationSierra Adare-Tasiwoopa ápi is the instructional technologist for Nevada State University, USA. Tab Content 6Author Website:Countries AvailableAll regions |