Cover image for Postsecondary play : the role of games and social media in higher education
Title:
Postsecondary play : the role of games and social media in higher education
Series:
Tech.edu
Publication Information:
Baltimore, Maryland : Johns Hopkins University Press, 2014
Physical Description:
vi, 336 pages : illustrations ; 24 cm.
ISBN:
9781421413068
Abstract:
Part of the barrier to college access is navigating the elaborate application process with its multiple essays, test scores, and deadlines. For students without substantial school and family support, this is enough to make entering college impossible. Using online games and social media as tools, the editor and his team have developed ways to make applying for college much less intimidating

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30000010345020 LB2395.7 P67 2014 Open Access Book Book
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Summary

Summary

Games and social media can improve college access, attract and support students, and boost rates of completion.

The college application process--which entails multiple forms, essays, test scores, and deadlines--can be intimidating. For students without substantial school and family support, the complexity of this process can become a barrier to access. William G. Tierney, Tracy Fullerton, and their teams at the University of Southern California approach this challenge innovatively. Using the tools of online games and social media, they have developed ways to make applying for college much less intimidating.

While the vast majority of college students use social media and gaming in their everyday lives, colleges and universities have been slow to recognize and harness the power of either. Postsecondary Play explores the significance of games and social media in higher education, and particularly how they can be used to attract, retain, educate, and socialize students.

Tierney, a past president of the American Educational Research Association, has gathered some of the best research on the emerging role of games and social media in the classroom and how these tools can boost student confidence and increase college access. Scholars writing from a wide variety of disciplines--college access, social media, game studies, and learning sciences--provide concrete examples to illustrate the new and complex ways in which students learn in response to social media and games. Tierney and the contributors find that, although games can be powerful tools for encouraging underserved students, quality game design and mastering the concept of play--the ability to develop skills while engaging in the game--are essential in the effective use of serious games in teaching and learning.

Summarizing a decade of research in game design and learning, Postsecondary Play will appeal to higher education scholars and students of learning, online gaming, education, and the media.


Author Notes

William G. Tierney is the Wilbur Kieffer Professor of Higher Education and co-director of the Pullias Center.
Zo B. Corwin is director of Collegeology, a game designed to teach underserved students how to navigate college admissions at the Pullias Center for Higher Education Policy and Analysis at USC.
Tracy Fullerton is director of the Game Innovation Lab at USC.
Gisele Ragusa studies educational instrument design. All four are on the faculty of USC.


Reviews 1

Library Journal Review

Technology, games, and social media pervade our environment, and University of California editors Tierney (higher education), Zoe B. Corwin (director, Collegeology, a game at the Pullias Ctr. for Higher Education Policy and Analysis), Tracy Fullerton (director, Game Innovation Lab) and Gisele Ragusa (educational instrument design) want colleges and universities to use them to increase college access and completion rates. After outlining the current state of higher education and the need to improve educational attainment, each chapter author presents concrete illustrations and theoretical insights into learning and game analysis. The comfort young people have with using social media and games provides new opportunities for teachers, in the classroom and online, to effectively engage students from low-income and ethnically diverse communities. The work demonstrates how digital learning tools can promote the acquisition of knowledge and skills necessary for success in college and the workplace (and offers cautionary tales regarding the over-adoption of such tools). The editors' report on the development of both high- and low-tech games to provide information, skills, and new confidence is inspiring and convincing. VERDICT Recommended for educators and the technology community.--Elizabeth -Hayford, formerly with Associated Coll. of the -Midwest, Evanston, IL (c) Copyright 2014. Library Journals LLC, a wholly owned subsidiary of Media Source, Inc. No redistribution permitted.


Table of Contents

Zoë B. Corwin and William G. Tierney and Tracy Fullerton and Gisele RagusaWilliam G. TierneyLaura W. PernaDavid Conley and Mary SeeburnZoë B. CorwinTracy FullertonHenry Jenkins and Adam S. KahnJames Paul GeeKatie SalenValerie Shute and Matthew Ventura and Yoon Jeon Kim and Lubin WangNicole B. Ellison and Donghee Yvette Wohn and Carrie HeeterGisele RagusaSteven WeilandWilliam G. Tierney and Zoë B. Corwin
Acknowledgmentsp. vii
Introduction: Why Games and Social Media?p. 1
Part I What Is the Current Landscape of Higher Education?
1 The Disruptive Future of Higher Educationp. 21
2 The Need to Increase College Enrollment and Completionp. 45
3 Transition Readiness: Making the Shift from High School to College in a Social Media Worldp. 71
4 From Communication to Community: How Games and Social Media Affect Postsecondary Stakeholdersp. 103
Part II What's in a Game?
5 What Games Do Well: Mastering Concepts in Playp. 125
6 The Open Laptop Exam: Reflections and Speculationsp. 146
7 Games, Passion, and "Higher" Educationp. 171
8 Game-Like Learning: Leveraging the Qualities of Game Design and Playp. 190
Part III What Do We Know about Games and What Do We Need to Learn?
9 Assessing Learning in Video Gamesp. 217
10 Implications and Applications of Sociable Gaming for Higher Educationp. 236
11 Gender, Social Media, Games, and the College Landscapep. 262
12 How Much Technology Is Enough?p. 283
Conclusion: The Shape of Things to Comep. 311
Glossaryp. 319
Contributorsp. 321
Indexp. 327