200,96 €
223,29 €
-10% with code: EXTRA
Gamification in the RhetComp Curriculum
Gamification in the RhetComp Curriculum
200,96
223,29 €
  • We will send in 10–14 business days.
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 collec…
  • Publisher:
  • ISBN-10: 1648893236
  • ISBN-13: 9781648893230
  • Format: 15.2 x 22.9 x 1.9 cm, hardcover
  • Language: English
  • SAVE -10% with code: EXTRA

Gamification in the RhetComp Curriculum (e-book) (used book) | bookbook.eu

Reviews

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.

EXTRA 10 % discount with code: EXTRA

200,96
223,29 €
We will send in 10–14 business days.

The promotion ends in 20d.07:55:02

The discount code is valid when purchasing from 10 €. Discounts do not stack.

Log in and for this item
you will receive 2,23 Book Euros!?
  • Publisher:
  • ISBN-10: 1648893236
  • ISBN-13: 9781648893230
  • Format: 15.2 x 22.9 x 1.9 cm, hardcover
  • Language: English English

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.

Reviews

  • No reviews
0 customers have rated this item.
5
0%
4
0%
3
0%
2
0%
1
0%
(will not be displayed)