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Creating a Game-Based Student Experience

Neil B. Niman

Chapter Chapter 8 in The Gamification of Higher Education, 2014, pp 145-158 from Palgrave Macmillan

Abstract: Abstract The typical freshman at a residential college or university is assigned a dorm, a roommate, and a course schedule. Their first friend is (hopefully) their roommate. The first peer group often consists of the people who live on the same floor of their dorm. They might become acquainted with one or two others in their classes (particularly around exam time), and they may or may not join a student group. If they are not too homesick (at least at first), they might even be persuaded to attend a campus event or two.

Keywords: Student Experience; Game Design; Mental Resource; Dine Hall; Residential College (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_9

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DOI: 10.1057/9781137331465_9

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