• Open Daily: 10am - 10pm
    Alley-side Pickup: 10am - 7pm

    3038 Hennepin Ave Minneapolis, MN
    612-822-4611

Open Daily: 10am - 10pm | Alley-side Pickup: 10am - 7pm
3038 Hennepin Ave Minneapolis, MN
612-822-4611
Gamification in the RhetComp Curriculum

Gamification in the RhetComp Curriculum

Hardcover

Series: Critical Media Studies

Writing InstructionGeneral EducationGeneral Sociology

ISBN10: 1648893236
ISBN13: 9781648893230
Publisher: Vernon Press
Published: Nov 28 2022
Pages: 336
Weight: 1.33
Height: 0.75 Width: 6.00 Depth: 9.00
Language: English

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.

1 different editions

Also available

Also from

McGunnigle, Chris

Also in

Writing Instruction