
Gamification in the RhetComp Curriculum
Chris McGunnigle(Editor)
Vernon Press
Published on 28. November 2022
Book
Hardback
334 pages
978-1-64889-323-0 (ISBN)
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.
More details
Series
Language
English
Place of publication
Delaware
United States
Target group
College/higher education
Product notice
sewn/stitched
Cloth over boards
With dust jacket
Dimensions
Height: 235 mm
Width: 157 mm
Thickness: 23 mm
Weight
653 gr
ISBN-13
978-1-64889-323-0 (9781648893230)
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Schweitzer Classification