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The series publishes cutting-edge work on how ever-changing technology informs and transforms teaching and learning.


Postsecondary PlayPostsecondary Play: The Role of Games and Social Media in Higher Education

edited by William G. Tierney, Zoë B. Corwin, Tracy Fullerton, and Gisele Ragusa

The college application process 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 and his team 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. 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.

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Wikipedia UWikipedia U: Knowledge, Authority, and Liberal Education in the Digital Age

Thomas Leitch

Since its launch in 2001, Wikipedia has been a lightning rod for debates about knowledge and traditional authority. It has come under particular scrutiny from publishers of print encyclopedias and college professors, who are skeptical about whether a crowd-sourced encyclopedia can ever truly be accurate or authoritative.  Wikipedia U offers vital new lessons about the nature of authority and the opportunities and challenges of Web 2.0. Leitch regards Wikipedia as an ideal instrument for probing the central assumptions behind liberal education, making it more than merely, as one of its severest critics has charged, “the encyclopedia game, played online.”

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Teaching MachinesTeaching Machines: Learning from the Intersection of Education and Technology

Bill Ferster

The allure of educational technology is easy to understand. Classroom instruction is an expensive and time-consuming process fraught with contradictory theories and frustratingly uneven results. Educators, inspired by machines’ contributions to modern life, have been using technology to facilitate teaching for centuries. In Teaching Machines, Bill Ferster examines past attempts to automate instruction from the earliest use of the postal service for distance education to the current maelstrom surrounding Massive Open Online Courses. Provides invaluable new insight into our current debate over the efficacy of educational technology.

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Teaching OnlineTeaching Online: A Guide to Theory, Research, and Practice

Claire Howell Major

Teaching Online demystifies online teaching for both enthusiastic and wary educators and helps faculty who teach online do their best work as digital instructors. In addition, this book presents examples of best practices from successful online instructors as well as cutting-edge ideas from leading scholars and educational technologists. Faculty members, researchers, instructional designers, students, administrators, and policy makers who engage with online learning will find this book an invaluable resource.

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Schrier - Knowledge GamesKnowledge Games: How Playing Games Can Solve Problems, Create Insight, and Make Change

Karen Schrier

Imagine if new knowledge and insights came not just from research centers, think tanks, and universities but also from games, of all things. Video games have been viewed as causing social problems, but what if they actually helped solve them? This question drives Karen Schrier’s Knowledge Games, which seeks to uncover the potentials and pitfalls of using games to make discoveries, solve real-world problems, and better understand our world.

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Ferster - Sage on the ScreenSage on the Screen: Education, Media, and How We Learn

Bill Ferster

In Sage on the Screen, Bill Ferster explores the historical, theoretical, and practical perspectives of using broadcast media to teach by examining a century of efforts to use it at home and in the classroom.

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