Gamification in the RhetComp Curriculum
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| Title: | Gamification in the RhetComp Curriculum |
|---|---|
| Description: | Gamification is an up and coming popular trend in all levels and types of education, including public and private schools, higher education, the military, the private sector, and elsewhere. Gamification introduces aspects of game design like teamwork, competition, rewards and prizes, storytelling, and more into lesson plan units. In many cases, actual games, whether it be Scrabble, Hangman, Candy Crush, Dungeons & Dragons, and many others, are adapted into educational tools. This chapter collection will specifically look at the use of gamification techniques in Freshmen Writing courses and related Composition, Writing and Rhetoric classes. Each chapter will provide sample gamified lessons supported by relevant scholarship in both Gamification Theory and Writing Studies. |
| Authors: | McGunnigle, Chris |
| Resource Type: | eBook. |
| Subjects: | Gamification, Rhetoric--Study and teaching, Simulation games in education |
| Categories: | EDUCATION / Philosophy, Theory & Social Aspects |
| Database: | eBook Collection (EBSCOhost) |
| FullText | Links: – Type: ebook-pdf Text: Availability: 0 |
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| Header | DbId: nlebk DbLabel: eBook Collection (EBSCOhost) An: 3468721 RelevancyScore: 1116 AccessLevel: 6 PubType: eBook PubTypeId: ebook PreciseRelevancyScore: 1116.28857421875 |
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| Items | – Name: Title Label: Title Group: Ti Data: Gamification in the RhetComp Curriculum – Name: Abstract Label: Description Group: Ab Data: Gamification is an up and coming popular trend in all levels and types of education, including public and private schools, higher education, the military, the private sector, and elsewhere. Gamification introduces aspects of game design like teamwork, competition, rewards and prizes, storytelling, and more into lesson plan units. In many cases, actual games, whether it be Scrabble, Hangman, Candy Crush, Dungeons & Dragons, and many others, are adapted into educational tools. This chapter collection will specifically look at the use of gamification techniques in Freshmen Writing courses and related Composition, Writing and Rhetoric classes. Each chapter will provide sample gamified lessons supported by relevant scholarship in both Gamification Theory and Writing Studies. – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22McGunnigle%2C+Chris%22">McGunnigle, Chris</searchLink> – Name: TypePub Label: Resource Type Group: TypPub Data: eBook. – Name: Subject Label: Subjects Group: Su Data: <searchLink fieldCode="DE" term="%22Gamification%22">Gamification</searchLink><br /><searchLink fieldCode="DE" term="%22Rhetoric--Study+and+teaching%22">Rhetoric--Study and teaching</searchLink><br /><searchLink fieldCode="DE" term="%22Simulation+games+in+education%22">Simulation games in education</searchLink> – Name: SubjectBISAC Label: Categories Group: Su Data: <searchLink fieldCode="ZK" term="%22EDUCATION+%2F+Philosophy%2C+Theory+%26+Social+Aspects%22">EDUCATION / Philosophy, Theory & Social Aspects</searchLink> |
| PLink | https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=nlebk&AN=3468721 |
| RecordInfo | BibRecord: BibEntity: Classifications: – Code: 371.397 Scheme: ddc Type: prePub Languages: – Code: eng Text: English Subjects: – SubjectFull: Gamification Type: general – SubjectFull: Rhetoric--Study and teaching Type: general – SubjectFull: Simulation games in education Type: general Titles: – TitleFull: Gamification in the RhetComp Curriculum Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: McGunnigle, Chris – PersonEntity: Name: NameFull: McGunnigle, Chris IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 01 Type: published Y: 2023 – D: 24 M: 02 Type: profile Y: 2023 Identifiers: – Type: isbn-print Value: 9781648893230 – Type: isbn-electronic Value: 9781648896101 Titles: – TitleFull: Gamification in the RhetComp Curriculum Type: main |
| ResultId | 1 |