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The Future of Higher Education

Neil B. Niman

Chapter Chapter 9 in The Gamification of Higher Education, 2014, pp 159-173 from Palgrave Macmillan

Abstract: Abstract The foundation of any game lies within what is called the Magic Circle. The Magic Circle defines the space and establishes the binding constraints that will give rise to many of the challenges the player will face. It can be dynamic, but any changes occur in a controlled manner. The rules help to fashion what is possible and what is not. They also provide guidance in terms of how one navigates the various challenges and possible strategies for success. Objects are the parts of the system that take on the form of variables that move, change, or are eliminated as events unfold. Finally, the players move objects according to the rules to generate outcomes. This all culminates in the creation of a game.

Keywords: High Education; Faculty Member; Game Design; Individual Achievement; Academic Rigor (search for similar items in EconPapers)
Date: 2014
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Persistent link: https://EconPapers.repec.org/RePEc:pal:palchp:978-1-137-33146-5_10

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DOI: 10.1057/9781137331465_10

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