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Contents Acknowledgments vii Introduction. Why Games and Social Media? 1 zoë b. corwin, william g. tierney, tracy fullerton, and gisele ragusa part i What Is the Current Landscape of Higher Education? 1 The Disruptive Future of Higher Education 21 william g. tierney 2 The Need to Increase College Enrollment and Completion 45 laura w. perna 3 Transition Readiness: Making the Shift from High School to College in a Social Media World 71 david conley and mary seburn 4 From Communication to Community: How Games and Social Media Affect Postsecondary Stakeholders 103 zoë b. corwin part ii What’s in a Game? 5 What Games Do Well: Mastering Concepts in Play 125 tracy fullerton 6 The Open Laptop Exam: Reflections and Speculations 146 henry jenkins and adam s. kahn 7 Games, Passion, and “Higher” Education 171 james paul gee vi contents 8 Game-Like Learning: Leveraging the Qualities of Game Design and Play 190 katie salen part iii What Do We Know about Games and What Do We Need to Learn? 9 Assessing Learning in Video Games 217 valerie shute, matthew ventura, yoon jeon kim, and lubin wang 10 Implications and Applications of Sociable Gaming for Higher Education 236 nicole b. ellison, donghee yvette wohn, and carrie heeter 11 Gender, Social Media, Games, and the College Landscape 262 gisele ragusa 12 How Much Technology Is Enough? 283 steven weiland Conclusion. The Shape of Things to Come 311 william g. tierney and zoë b. corwin Glossary 319 Contributors 321 Index 327 ...

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