Literaturnachweis - Detailanzeige
Sonst. Personen | Tierney, William G. (Hrsg.); Corwin, Zoe B. (Hrsg.); Fullerton, Tracy (Hrsg.); Ragusa, Gisele (Hrsg.) |
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Titel | Postsecondary play. The role of games and social media in higher education. |
Quelle | Baltimore, Md.: Hopkins Univ. Press (2014), VI, 336 S. |
Reihe | Tech. edu; Higher education |
Beigaben | Illustrationen |
Sprache | englisch |
Dokumenttyp | gedruckt; Monographie |
ISBN | 1-4214-1306-X; 978-1-4214-1306-8 |
Schlagwörter | Gender; Kommunikation; Übergang; Lernen; Computerspiel; Lernspiel; Soziale Software; Reflexion (Phil); Hochschulbildung; Hochschule |
Abstract | The college application process - which entails multiple forms, essays, test scores, and deadlines - can be intimidating. For students without substantial school and family support, the complexity of this process can become a barrier to access. [The editors] approach this challenge innovatively. Using the tools of online games and social media, they have developed ways to make applying for college much less intimidating. While the vast majority of college students use social media and gaming in their everyday lives, colleges and universities have been slow to recognize and harness the power of either. [The book] explores the significance of games and social media in higher education, and particularly how they can be used to attract, retain, educate, and socialize students. (DIPF/Orig.). |
Erfasst von | DIPF | Leibniz-Institut für Bildungsforschung und Bildungsinformation, Frankfurt am Main |
Update | 2015/3 |