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Connelly Library
LibGuides
Explorer Cafe Spring 2019
April 10
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Explorer Cafe Spring 2019: April 10
Jan. 30
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April 3
April 10
April 17
Gameful Education: Can We Have Meaningful Learning in the Classroom through Game Playing?
Books
Giving Voice to Values in the Legal Profession
by
Carolyn Plump
ISBN: 9781783537396
Publication Date: 2018-02-20
obtain via EZBorrow
A Student's Guide to Business Law
by
Robert Hirth; Carolyn Plump
ISBN: 9781465289506
Publication Date: 2016-01-12
obtain via EZBorrow
SuperBetter
by
Jane McGonigal
ISBN: 9781594206368
Publication Date: 2015-09-15
Obtain via EZBorrow
Game-Based Teaching in Nursing and Healthcare
by
Eric Bauman
ISBN: 9780826109699
Publication Date: 2012-07-01
Learning Science Through Computer Games and Simulations
by
Science Learning: Computer Games, Simulations, and Education Committee; National Research Council; Board on Science Education Staff; Division of Behavioral and Social Sciences and Education Staff; Margaret Hilton (Editor); Margaret A. Honey (Editor)
ISBN: 9780309185233
Publication Date: 2011-05-12
Increasing Student Engagement and Retention Using Immersive Interfaces
by
Charles Wankel (Editor, Series edited by); Patrick Blessinger (Editor)
ISBN: 9781781902400
Publication Date: 2012-12-05
Jane McGonigal
Reference
Wood, L. C., & Reiners, T. (2015). Gamification. In M. Khosrow-Pour (Ed.), Encyclopedia of Information Science and Technology (3rd ed., Vol. 4, pp. 3039-3047). Hershey, PA: Information Science Reference.
Droujkova, M. & Droujkov, R. (2017). Gamification of learning. In K. Peppler (Ed.), The SAGE encyclopedia of out-of-school learning (Vol. 1, pp. 308-311). Thousand Oaks,, CA: SAGE Publications, Inc. doi: 10.4135/9781483385198.n121
Articles
Holmes, J. B., & Gee, E. R. (2016). A framework for understanding game-based teaching and learning. On the Horizon, 24(1), 1-16
Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in education: A systematic mapping study. Journal of Educational Technology & Society, 18(3), 75-88
Kapp, K. M. (2012). GAMES, GAMIFICATION, AND THE QUEST FOR LEARNER ENGAGEMENT. T + D, 66(6), 64-68,8
Deif, A. (2017). Insights on lean gamification for higher education. International Journal of Lean Six Sigma, 8(3), 359-376. doi:https://dx.doi.org/10.1108/IJLSS-04-2016-0017
Kaufmann, D. A. (2018). Reflection: Benefits of gamification in online higher education. Journal of Instructional Research, 7, 125.
Dissertation
Campbell, A. A. (2016). Gamification in higher education: Not a trivial pursuit (Order No. 10195917). Available from ProQuest Central; ProQuest Dissertations & Theses Global. (1864629078). R
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