
Gamification in the RhetComp Curriculum
Chris McGunnigle(Editor)
Vernon Press
Published on 15. May 2023
Book
Paperback/Softback
334 pages
978-1-64889-705-4 (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
Dimensions
Height: 229 mm
Width: 152 mm
Thickness: 19 mm
Weight
488 gr
ISBN-13
978-1-64889-705-4 (9781648897054)
Copyright in bibliographic data and cover images is held by Nielsen Book Services Limited or by the publishers or by their respective licensors: all rights reserved.
Schweitzer Classification