Record ID | marc_loc_2016/BooksAll.2016.part41.utf8:137624588:1186 |
Source | Library of Congress |
Download Link | /show-records/marc_loc_2016/BooksAll.2016.part41.utf8:137624588:1186?format=raw |
LEADER: 01186cam a22003374i 4500
001 2014001404
003 DLC
005 20140923124912.0
008 140130s2014 nyu b 001 0 eng
010 $a 2014001404
020 $a9781137338730 (hardback : alk. paper)
040 $aDLC$beng$cDLC$erda$dDLC
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.
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.