EconPapers    
Economics at your fingertips  
 

Introduction

Neil B. Niman

A chapter in The Gamification of Higher Education, 2014, pp 1-4 from Palgrave Macmillan

Abstract: Abstract Many young people today think nothing about spending hours upon hours killing trolls in a role-playing game, freeing Angry Birds on their smartphone, or making social connections via Words with Friends. However, when it comes to studying for their classes (where the costs and future rewards are very real), it is the last thing many find themselves doing. We are failing our students. Some think it is because the material we teach is not very relevant for today’s economy. Others think it is because something fundamental has shifted and as a result, learning styles are no longer in step with the way higher education is delivered. I think it is because we have not engaged students in a way that has made their educational experience a personal one with demonstrable benefits and a clear rationale for how it is going to make them more successful.

Keywords: Game Design; Future Reward; Game Industry; Massively Open Online; Past Investment (search for similar items in EconPapers)
Date: 2014
References: Add references at CitEc
Citations:

There are no downloads for this item, see the EconPapers FAQ for hints about obtaining it.

Related works:
This item may be available elsewhere in EconPapers: Search for items with the same title.

Export reference: BibTeX RIS (EndNote, ProCite, RefMan) HTML/Text

Persistent link: https://EconPapers.repec.org/RePEc:pal:palchp:978-1-137-33146-5_1

Ordering information: This item can be ordered from
http://www.palgrave.com/9781137331465

DOI: 10.1057/9781137331465_1

Access Statistics for this chapter

More chapters in Palgrave Macmillan Books from Palgrave Macmillan
Bibliographic data for series maintained by Sonal Shukla () and Springer Nature Abstracting and Indexing ().

 
Page updated 2025-04-01
Handle: RePEc:pal:palchp:978-1-137-33146-5_1