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Gamification in the RhetComp Curriculum

-15% su kodu: ENG15
108,59 
Įprasta kaina: 127,75 
-15% su kodu: ENG15
Kupono kodas: ENG15
Akcija baigiasi: 2025-03-03
-15% su kodu: ENG15
108,59 
Įprasta kaina: 127,75 
-15% su kodu: ENG15
Kupono kodas: ENG15
Akcija baigiasi: 2025-03-03
-15% su kodu: ENG15
2025-02-28 127.7500 InStock
Nemokamas pristatymas į paštomatus per 11-15 darbo dienų užsakymams nuo 20,00 

Knygos aprašymas

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.

Informacija

Serija: Series in Critical Media Studies
Leidėjas: Vernon Press
Išleidimo metai: 2023
Knygos puslapių skaičius: 336
ISBN-10: 1648897053
ISBN-13: 9781648897054
Formatas: 229 x 152 x 19 mm. Knyga minkštu viršeliu
Kalba: Anglų

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