大学の授業をゲーム化する:分野を越えて批判的思考力と生きるスキルを育む戦略<br>Gamify Your College Classroom : Strategies to Foster Critical Thinking and Life Skills Across Disciplines

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大学の授業をゲーム化する:分野を越えて批判的思考力と生きるスキルを育む戦略
Gamify Your College Classroom : Strategies to Foster Critical Thinking and Life Skills Across Disciplines

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  • 製本 Hardcover:ハードカバー版/ページ数 287 p.
  • 言語 ENG
  • 商品コード 9781032829364

Full Description

Gamify Your College Classroom is an instructor playbook for nurturing life skills through the incorporation and customization of games and game elements into coursework.

Featuring a robust contributor team representing a range of institutions and disciplines, this guide provides detailed case studies and strategies to promote critical thinking, communication, problem-solving, teamwork, and even AI literacy. In a world in which ChatGPT and other generative AI technologies tempt students to take a passive route, the approaches in this book are designed to foster strategic planners and open-minded decision-makers.

By allowing students to gain knowledge through their choices, take responsibility for their learning, and expand and enrich their perspectives on diversity and empathy, this book equips college faculty and instructors with the tools they need to optimize real-world skill building.

Contents

Part 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, Colette Chelf, and Bucky Dodd.

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 ápi

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