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
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  Availability: 0
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
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  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.
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  Data: <searchLink fieldCode="AR" term="%22McGunnigle%2C+Chris%22">McGunnigle, Chris</searchLink>
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– Name: Subject
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  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>
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  Data: <searchLink fieldCode="ZK" term="%22EDUCATION+%2F+Philosophy%2C+Theory+%26+Social+Aspects%22">EDUCATION / Philosophy, Theory & Social Aspects</searchLink>
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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
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      – PersonEntity:
          Name:
            NameFull: McGunnigle, Chris
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          Name:
            NameFull: McGunnigle, Chris
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          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
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