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The Gamification of Higher Education, N. Niman


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Цена: 12577.00р.
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Автор: N. Niman
Название:  The Gamification of Higher Education
ISBN: 9781349464128
Издательство: Springer
Классификация:



ISBN-10: 1349464120
Обложка/Формат: Paperback
Страницы: 231
Вес: 0.28 кг.
Дата издания: 17.07.2014
Язык: English
Размер: 216 x 140 x 13
Основная тема: Education
Подзаголовок: Developing a Game-Based Business Strategy in a Disrupted Marketplace
Ссылка на Издательство: Link
Рейтинг:
Поставляется из: Германии
Описание: Instead of thinking about education as the mastery of a body of knowledge where the subject matter becomes the focus of our attention, The Gamification of Higher Education encourages us to think of it as a process that draws out the best in individuals and prepares them for happy, productive, and successful lives.


The Gamification Revolution: How Leaders Leverage Game Mechanics to Crush the Competition

Автор: Zichermann Gabe, Linder Joselin
Название: The Gamification Revolution: How Leaders Leverage Game Mechanics to Crush the Competition
ISBN: 0071808310 ISBN-13(EAN): 9780071808316
Издательство: McGraw-Hill
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Цена: 5146.00 р.
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Описание: Gamification: It`s the hottest new strategy in business, and for good reason - it`s helping leading companies create unprecedented engagement with customers and employees. This book gives you full access to The Gamification Revolution app - a new way to optimize and enhance your experience with videos, tips, and social tools.

Gamification of Higher Education

Автор: Niman Neil B.
Название: Gamification of Higher Education
ISBN: 1137338733 ISBN-13(EAN): 9781137338730
Издательство: Springer
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Цена: 15372.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: Instead of thinking about education as the mastery of a body of knowledge where the subject matter becomes the focus of our attention, The Gamification of Higher Education encourages us to think of it as a process that draws out the best in individuals and prepares them for happy, productive, and successful lives.

Gamify: How Gamification Motivates People to Do Extraordinary Things

Автор: Burke Brian
Название: Gamify: How Gamification Motivates People to Do Extraordinary Things
ISBN: 1937134857 ISBN-13(EAN): 9781937134853
Издательство: Taylor&Francis
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Цена: 3980.00 р.
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Описание: Organizations are facing an engagement crisis. Regardless if they are customers, employees, patients, students, citizens, stakeholders, organizations struggle to meaningfully engage their key constituent groups who have a precious and limited resource: their time. Not surprisingly, these stakeholders have developed deflector shields to protect themselves. Only a privileged few organizations are allowed to penetrate the shield, and even less will meaningfully engage. To penetrate the shield, and engage the audience, organizations need an edge.
Gamification has emerged as a way to gain that edge and organizations are beginning to see it as a key tool in their digital engagement strategy. While gamification has tremendous potential to break through, most companies will get it wrong. Gartner predicts that by 2014, 80% of current gamified applications will fail to meet business objectives primarily due to poor design. As a trend, gamification is at the peak of the hype cycle; it has been oversold and it is broadly misunderstood. We are heading for the inevitable fall. Too many organizations have been led to believe that gamification is a magic elixir for indoctrinating the masses and manipulating them to do their bidding. These organizations are mistaking people for puppets, and these transparently cynical efforts are doomed to fail.
This book goes beyond the hype and focuses on the 20% that are getting it right. We have spoken to hundreds of leaders in organizations around the world about their gamification strategies and we have seen some spectacular successes. The book examines some of these successes and identifies the common characteristics of these initiatives to define the solution space for success. It is a guide written for leaders of gamification initiatives to help them avoid the pitfalls and employ the best practices, to ensure they join the 20% that gets it right.
"Gamify" shows gamification in action: as a powerful approach to engaging and motivating people to achieving their goals, while at the same time achieving organizational objectives. It can be used to motivate people to change behaviors, develop skills, and drive innovation. The sweet spot for gamification objectives is the space where the business objectives and player objectives are aligned. Like two sides of the same coin, player and business goals may outwardly appear different, but they are often the same thing, expressed different ways. The key to gamification success is to engage people on an emotional level and motivating them to achieve their goals.


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