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MARC record from Internet Archive

LEADER: 02143cam 22004454i 4500
001 9925202767101661
005 20150417070414.4
008 140130s2014 nyu b 001 0 eng
010 $a 2014001404
019 $a889548673
020 $a9781137338730 (hardback : alk. paper)
020 $a1137338733 (hardback : alk. paper)
020 $a1137331461 (electronic bk.)
020 $a9781137331465 (electronic bk.)
035 $a40024793812
035 $a(OCoLC)869881226$z(OCoLC)889548673
035 $a(OCoLC)ocn869881226
040 $aDLC$beng$erda$cDLC$dYDX$dBDX$dBTCTA$dYDXCP$dOCLCF$dCDX$dNLE$dHDC
042 $apcc
050 00 $aLC67.6$b.N56 2014
082 00 $a338.43378$223
100 1 $aNiman, Neil B.,$d1956-
245 14 $aThe gamification of higher education :$bdeveloping a game-based business strategy in a disrupted marketplace /$cNeil B. Niman.
264 1 $aNew York City, NY :$bPalgrave Macmillan,$c[2014]
300 $aviii, 231 pages ;$c23 cm
336 $atext$2rdacontent
337 $aunmediated$2rdamedia
338 $avolume$2rdacarrier
504 $aIncludes bibliographical references (p. 209-224) and index.
505 00 $gPart I$tThe Business of Higher Education --$g1$tThe Coming "Perfect Storm" in Higher Education$g7 --$g2$tInsights from the Game Industry$g27 --$g3$tGamification as a Business Strategy$g49 --$gPart II$tGaming Fundamentals --$g4$tThe Allure of Games$g69 --$g5$tDesign Elements$g87 --$g6$tStructural Design$g107 --$gPart III$tTransformation through Gamification --$g7$tThe Classroom as a Game Space$g127 --$g8$tCreating a Game-Based Student Experience$g145 --$g9$tThe Future of Higher Education$g159.
650 0 $aEducation, Higher$xEconomic aspects.
650 0 $aUniversities and colleges$xBusiness management.
650 0 $aEducational planning.
650 0 $aStrategic planning.
650 0 $aGames$xPsychological aspects.
650 0 $aGame theory.
650 0 $aDistance education$xEconomic aspects.
650 0 $aEducational innovations.
947 $cBOOK$fBOOK-SOE-EDU$g110.00$hCIRCSTACKS$lNULS$n257415$o150713$p94.60$q1$r31786102998694
980 $a40024793812