Gamification in the RhetComp Curriculum


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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.



Author: Chris McGunnigle
Publisher: Vernon Press
Published: 11/28/2022
Pages: 336
Binding Type: Hardcover
Weight: 1.33lbs
Size: 9.00h x 6.00w x 0.75d
ISBN13: 9781648893230
ISBN10: 1648893236
BISAC Categories:
- Language Arts & Disciplines | Writing | General
- Social Science | Media Studies
- Education | Learning Styles