The Gamification of Society, Le Lay, Savignac Emmanuelle, Frances Jean
Автор: Antonio Jose Marques, Ricardo Alexandre Peixoto de Queiros Название: Handbook of Research on Solving Modern Healthcare Challenges With Gamification ISBN: 1799874729 ISBN-13(EAN): 9781799874720 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 67637.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: While many fields such as e-learning, business, and marketing have taken advantage of the potential of gamification, the healthcare domain has just started to exploit this emerging trend, still in an ad-hoc fashion. Despite the huge potential of applying gamification on several topics of healthcare, there are scarce theoretical studies regarding methodologies, techniques, specifications, and frameworks. These applications must be examined further as they can be used to solve major healthcare-related challenges such as care plan maintenance, medication adherence, phobias treatment, or patient education.
Handbook of Research on Solving Modern Healthcare Challenges With Gamification aims to share new approaches and methodologies to build e-health solutions using gamification and identifies new trends on this topic from pedagogical strategies to technological approaches. This book serves as a collection of knowledge that builds the theoretical foundations that can be helpful in creating sustainable e-health solutions in the future. While covering topics such as augmented and virtual reality, ethical issues in gamification, e-learning, telehealth services, and digital applications, this book is essential for research scholars, healthcare/computer science teachers and students pursuing healthcare/computer science-related subjects, enterprise developers, practitioners, researchers, academicians, and students interested in the latest developments and research solving healthcare challenges with modern e-health solutions using gamification.
- Editorial. This chapter will introduce the concept of gamification and outline the structure of the book. Agnessa Spanellis and J. Tuomas Harviainen (editors)
- Intro: why gamification is relevant. This chapter will discuss why gamification is a relevant topic in modern world and why it should be used as an effective tool to address societal challenges around the world. Michael Sutton (Akio Morita School of Business, Anaheim, CA)
- Getting participants. This chapter will discuss the issues of getting the participants and various approaches to engaging with the participants in experimentation-based research, such as participatory action research. Lobna Hassan (Tampere University, Finland)
- Social lens
- Peace-making. This chapter will describe the case of using gamification to help promote the ideas of peace and fight stereotypes and perceptions in war-torn Yemen. Philipp Busch (GIZ, Germany)
- Livelihood of smallholder farmers. This chapter will describe the case of how some dimensions of multidimensional poverty, i.e. house sanitation and mouth hygiene have been improved with gamification intervention in the rural communities of Paraguay. Katharina Hammler (Fundacion Paraguaya)
- Refugee integration. This chapter will describe a case of using a gamified approach to introduce refugee children to the societal value of their new home and help them integrate faster in the society. Mela Kocher (Zurich University of the Arts, Switzerland)
- Community resilience. This chapter will present how gamification is used to increase resilience of rural communities that are prone to the effects of natural disasters and climate change. Tri Yani Sunarharum (Universitas Gadjah Mada, Indonesia)
- Social impact of gamified education. This chapter will describe how gamification can engage children from disadvantaged communities and thereby improve their opportunities and help uplift the community. Richard Landers (University of Minnesota)
- Inclusivity in the workplace. This chapter will describe a case of making science centres a more inclusive place for people with disabilities, by recreating their experiences for others with gamification. Kate Sang (Heriot-Watt University, UK)
- Environmental lens
- Ecosystems. This case will discuss how gamification can help to learn how to ecosystems in Amazon area are organised and what approaches can be used to research them more effectively. David Cole (Heriot-Watt University, UK)
- Reduction of carbon emissions. This chapter will present a case of changing the behaviour of consumers through gamification intervention in order to reduce energy consumption. Ronald Dyer (University of Sheffield, UK)
- Disaster prevention and awareness. This chapter will demonstrate how gamification can be used to increase awareness about natural disasters and mitigation of the circumstances. Hidehiko Kanegae (Ritsumeikan University, Japan)
- Public transportation. This chapter will present a case of using gamification to increase the use
Автор: Ferro Lauren S. Название: Gamification with Unity 5.x ISBN: 1786463482 ISBN-13(EAN): 9781786463487 Издательство: Неизвестно Рейтинг: Цена: 9010.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Автор: Wilk Oliveira; Ig Ibert Bittencourt Название: Tailored Gamification to Educational Technologies ISBN: 9813298146 ISBN-13(EAN): 9789813298149 Издательство: Springer Рейтинг: Цена: 13974.00 р. Наличие на складе: Нет в наличии.
Описание: Providing a theoretical overview of the domain, including a number of related psychological and educational theories along with a complete state-of-the-art analysis on this topic, it presents an approach and architecture to tailor these systems to students` gamer type and age.
Автор: Niman Neil B. Название: Gamification of Higher Education ISBN: 1137338733 ISBN-13(EAN): 9781137338730 Издательство: Springer Рейтинг: 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.
Автор: Denmeade Natalie Название: Gamification with Moodle ISBN: 1782173072 ISBN-13(EAN): 9781782173076 Издательство: Неизвестно Рейтинг: Цена: 6068.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Covering the applied managerial perspective of the travel industry, this book teaches effective skills by reviewing legal frameworks, quality management and marketing, financial management, and the management of shareholders and stakeholders. It discusses trends such as sustainability and includes a revised structure and international case studies.
Описание: This book is a comprehensive practical guide for music eductors who work with students with autism. This second edition offers fully up-to-date information on diagnosis, advocacy, and a collegial team-approach, as well as communication, cognition, behavior, sensory, and socialization challenges. Many `real-life` vignettes and classroom snapshots are included to transfer theory to practice.
Описание: Examines gaming technologies as effectively utilized learning tools to improve retention, engagement, motivation, and problem solving. Featuring a wide range of topics such as higher education, augmented reality, and socialization, this book is for academics, administrators, researchers, IT specialists, education professionals, and students.
Описание: A key challenge facing higher education institutions is that of retaining students. Though gaming technologies are increasingly being used in support of learning initiatives, gamification can also assist with attendance by increasing engagement. By using gaming technology to map educational content, teachers can engage and motivate learners through adaptive infrastructures and game thinking challenges. Gamification Strategies for Retention, Motivation, and Engagement in Higher Education: Emerging Research and Opportunities is a critical scholarly resource that examines gaming technologies as effectively utilized learning tools to improve retention, engagement, motivation, and problem solving. Featuring a wide range of topics such as higher education, augmented reality, and socialization, this book is ideal for academicians, administrators, researchers, IT specialists, education professionals, and students
Описание: Reflecting on Recent Advances in Technologies of Inclusive Well-Being.- Gaming, VR, and immersive technologies for education/ training.- VR/technologies for rehabilitation.
Описание: In the context of rapid ICT development, this book focuses on how gamification affects consumer engagement and can be used to create a shared value for customers and companies.
Описание: This book examines the brief yet accelerated evolution of newsgames, a genre that has emerged from puzzles, quizzes, and interactives augmenting digital journalism into full-fledged immersive video games from open world designs to virtual reality experiences.
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