£128.98

Information Science Reference Gamification in Higher Education - Information Science Reference

Price data last checked 70 day(s) ago - refreshing...

View at Amazon

We'll watch every seller, every day. One email when your price arrives.

It has never been this cheap. We have no record of a lower price.

£129 today · cheaper than every other day in the last 3 months

NEW HERE?

Amazon shows you one price. We show you all of them.

Tosheroon watches Amazon prices so you don't have to. Every product on Amazon has a price history — we make it visible. Set the price you'd actually pay, and we'll email you the second it gets there. No app, no account, one email.

WHAT'S ON THIS PAGE

↓ Price chart
when this has been cheap or pricey
↓ Forecast
where the price is heading next
↓ Statistics
all-time high & low, recent range
↑ Price alert
name your number, we'll email you

Price History & Forecast

Grey patches = out of stock. Cheaper = lower on the chart. Hover for exact prices.

Last 21 days • 21 data points (No recent data available)

Historical
Generating forecast...
£128.98 £122.53 £125.11 £127.69 £130.27 £132.85 £135.43 08 April 2026 13 April 2026 18 April 2026 23 April 2026 28 April 2026

Price Distribution

Price distribution over 21 days • 1 price levels

Days at Price
21 days 0 5 11 16 21 £129 Days at Price

Price Analysis

Most common price: £129 (21 days, 100.0%)

Price range: £129 - £129

Price levels: 1 different prices over 21 days

Description

Retaining students is a major challenge for modern higher education institutions. This scholarly resource explores how gaming technologies can be used to support learning initiatives and improve student attendance by increasing engagement. By applying game thinking challenges and adaptive infrastructures, educators can map educational content to better motivate learners. This book examines the emerging research and opportunities surrounding gamification, providing a deep look at how these tools function within academic settings. It serves as a vital guide for understanding the role of gaming technology in driving student motivation and long-term academic success.

Key Features

Explores how gaming technologies support learning initiatives to help improve student retention rates in higher education.

Provides research on using game thinking challenges to increase student engagement and motivation during coursework.

Examines the use of adaptive infrastructures to map educational content for more effective learning experiences.

Analyzes how gamification can assist with student attendance by creating more interactive academic environments.

Offers a scholarly look at emerging research and opportunities regarding gaming technology in modern classrooms.

Product Specifications

Format
paperback
Domain
Amazon UK
Release Date
10 April 2020
Listed Since
08 May 2020

Barcode

No barcode data available

Similar Products You Might Like

Gamification Strategies for Retention, Motivation, and Engagement in Higher Education: Emerging Research and Opportunities
99% match

Gamification Strategies for Retention, Motivation, and Engagement in Higher Education: Emerging Research and Opportunities

Information Science Reference

£170.96 26 Jun 2026
Handbook of Research on the Influence and Effectiveness of Gamification in Education (Advances in Game-based Learning)
97% match

Handbook of Research on the Influence and Effectiveness of Gamification in Education (Advances in Game-based Learning)

Information Science Reference

£273.69 17 Jun 2026
Gaming Innovations in Higher Education - IGI Global Book
97% match

Gaming Innovations in Higher Education - IGI Global Book

Information Science Reference

£117.04 18 Apr 2026
Handbook of Research on Gamification Dynamics and User Experience Design (Advances in Web Technologies and Engineering)
97% match

Handbook of Research on Gamification Dynamics and User Experience Design (Advances in Web Technologies and Engineering)

IGI Global

£303.97 12 Jun 2026
The Gamification of Higher Education: Developing a Game-Based Business Strategy in a Disrupted Marketplace
97% match

The Gamification of Higher Education: Developing a Game-Based Business Strategy in a Disrupted Marketplace

MACMILLAN

£89.99 04 Apr 2026
Gamification in Education: Breakthroughs in Research and Practice
97% match

Gamification in Education: Breakthroughs in Research and Practice

Information Science Reference

£323.00 17 Jun 2026
Gamification in Learning and Education: Enjoy Learning Like Gaming (Advances in Game-Based Learning)
97% match

Gamification in Learning and Education: Enjoy Learning Like Gaming (Advances in Game-Based Learning)

Springer

£111.22 10 Mar 2026
The Gamification of Higher Education: Developing a Game-Based Business Strategy in a Disrupted Marketplace
97% match

The Gamification of Higher Education: Developing a Game-Based Business Strategy in a Disrupted Marketplace

MACMILLAN

£83.92 21 Apr 2026
Gamification: Using Game Elements in Serious Contexts (Progress in IS)
97% match

Gamification: Using Game Elements in Serious Contexts (Progress in IS)

Springer

£91.73 09 Mar 2026
Gamification in Learning and Education: Enjoy Learning Like Gaming (Advances in Game-Based Learning)
97% match

Gamification in Learning and Education: Enjoy Learning Like Gaming (Advances in Game-Based Learning)

Springer

£116.74 17 Jun 2026
Gamification in Education and Business
97% match

Gamification in Education and Business

Springer

£121.95 26 Apr 2026
Gamification for Human Factors Integration: Social, Education, and Psychological Issues (Advances in Human and Social Aspects of Technology)
97% match

Gamification for Human Factors Integration: Social, Education, and Psychological Issues (Advances in Human and Social Aspects of Technology)

Information Science Reference

£169.99 29 Jun 2026
Gamification-Based E-Learning Strategies for Computer Programming Education (Advances in Game-Based Learning)
97% match

Gamification-Based E-Learning Strategies for Computer Programming Education (Advances in Game-Based Learning)

Information Science Reference

£196.11 13 Jun 2026
Designing Gamified Systems: Meaningful Play in Interactive Entertainment, Marketing and Education
97% match

Designing Gamified Systems: Meaningful Play in Interactive Entertainment, Marketing and Education

Routledge

£105.00 25 Apr 2026
Cross-Disciplinary Uses of Gamification in Organizations (Advances in Business Strategy and Competitive Advantage)
97% match

Cross-Disciplinary Uses of Gamification in Organizations (Advances in Business Strategy and Competitive Advantage)

£307.73 17 Jun 2026
Utilizing Gamification in Servicescapes for Improved Consumer Engagement
97% match

Utilizing Gamification in Servicescapes for Improved Consumer Engagement

Business Science Reference

£183.12 17 Jun 2026
Practical Perspectives on Educational Theory and Game Development (Advances in Educational Technologies and Instructional Design)
96% match

Practical Perspectives on Educational Theory and Game Development (Advances in Educational Technologies and Instructional Design)

£151.06 10 Mar 2026
Game-Based Learning and Gamification for Education
96% match

Game-Based Learning and Gamification for Education

£58.09 02 Jul 2026
Design, Motivation, and Frameworks in Game-Based Learning
96% match

Design, Motivation, and Frameworks in Game-Based Learning

Information Science Reference

£148.37 05 Apr 2026
Design, Motivation, and Frameworks in Game-Based Learning
96% match

Design, Motivation, and Frameworks in Game-Based Learning

Information Science Reference

£117.02 10 Mar 2026
Practical Perspectives on Educational Theory and Game Development
96% match

Practical Perspectives on Educational Theory and Game Development

Information Science Reference

£196.15 12 Jun 2026
Gamification for Business: Why Innovators and Changemakers use Games to break down Silos, Drive Engagement and Build Trust
96% match

Gamification for Business: Why Innovators and Changemakers use Games to break down Silos, Drive Engagement and Build Trust

Kogan Page

£68.57 15 Apr 2026
Gamification in the RhetComp Curriculum (Series in Critical Media Studies)
96% match

Gamification in the RhetComp Curriculum (Series in Critical Media Studies)

£80.85 08 Mar 2026
Utilizing Gamification in Servicescapes for Improved Consumer Engagement (Advances in Business Strategy and Competitive Advantage)
96% match

Utilizing Gamification in Servicescapes for Improved Consumer Engagement (Advances in Business Strategy and Competitive Advantage)

IGI Global

£229.73 17 Jun 2026