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Perspectives and Practices of Gamification, Mageswaran Sanmugam


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Автор: Mageswaran Sanmugam
Название:  Perspectives and Practices of Gamification
ISBN: 9781685078065
Издательство: Nova Science
Классификация:
ISBN-10: 1685078060
Обложка/Формат: Hardback
Страницы: 333
Вес: 0.48 кг.
Дата издания: 01.06.2022
Серия: Engineering
Язык: English
Размер: 229 x 152
Читательская аудитория: General (us: trade)
Ключевые слова: Technology: general issues
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Поставляется из: Англии
Описание: This book discusses the concept of gamification in a comprehensive and in-depth manner through an emphasis on its perspectives and practices in the field of education. Much effort has been expended to present the reader with comprehensive discussions about gamification from the kindergarten level to the tertiary level of education. As a result, this book serves as a comprehensive resource for anyone interested in learning more about the concept of gamification. This books chapters are separated into two categories, namely: (i) concept article and (ii) research article. The authors of each chapter made every attempt to be accessible and appropriate to the majority of interested parties, such as prospective teachers and researchers. Readers will be able to delve into the theories that underpin the concept of gamification in each concept article, including Game Theory, definitions, and gamification features. The basic concepts mentioned show that this book is appropriate for all levels of readers, whether they are new to gamification or have been active in gamification-related studies for a long time. Furthermore, several chapters discuss gamification-related review studies, allowing the reader to see the most recent research trends as well as research gaps that can be explored for further study. The discussion in the research articles is primarily focused on the development of a product, such as games and modules, and their implementation. At the start of each of these research articles, the author focused on current issues that prompted the development of the product. Following that, the reader will be introduced to theories and models pertinent to the products development. Discussions on data analysis and conclusions for each chapter were detailed and in-depth, based on evidence and credible reference sources. We wish the readers a pleasant reading experience while reading this book. We hope that the book will assist readers in solidifying their understanding of gamification and putting it into practice. Furthermore, we hope that this book will serve as a catalyst for readers to explore other areas of gamification.


Gamification for Innovators and Entrepreneurs: Using Games to Drive Innovation and Facilitate Learning

Автор: Henning Breuer, John Bessant, Sune Gudiksen
Название: Gamification for Innovators and Entrepreneurs: Using Games to Drive Innovation and Facilitate Learning
ISBN: 3110725541 ISBN-13(EAN): 9783110725544
Издательство: Walter de Gruyter
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Цена: 6499.00 р.
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Описание:

Gamification for Innovators and Entrepreneurs is about an exciting, still emerging superpower. One that empowers you to use, repurpose and create games that will help solve the great societal and organisational challenges that companies, startups and nonprofits are facing today – games that are explicitly designed and can be iteratively improved to engage stakeholders, facilitate experimentation and actually drive innovation.

What makes gamification a superpower is its use of powerful methods and techniques from diverse disciplines and traditions – like futures studies, user experience, agile management, design thinking or business design – in a new, action-oriented and engaging framework. Each game world is a safe, playful space, where groups are free to experiment in innovative and inclusive forms of collaboration.

Gamification for Innovators and Entrepreneurs builds on insights and knowledge from over 150 leading experts in the field. It provides a rich collection of materials for innovators, entrepreneurs and game designers that allows you to dive deep into innovation and entrepreneurship, into games and gamification. You can build on 36 gamification design patterns – like dilemma solving, experiential learning, innovation markets and storytelling – and use a game design canvas to create your own innovation games. Or you can customize some of the 70+ games featured in the book that are already in use by innovators, entrepreneurs and professional trainers. Additional resources are provided for teachers and game facilitators.

The superpower of gamification does not yield simplistic solutions – but the resources from Gamification for Innovators and Entrepreneurs will provide you with the means and the confidence to tackle some of the great challenges we are all facing today.

  • An easily accessible and comprehensive overview on gamification and games in the context of innovation and entrepreneurship
  • Draws on several collaborative research projects involving partners such as Lego, Deutsche Telekom, Lufthansa Systems, 3M, Danske Bank, and Nokia Systems.
  • Extensive experience of the authors in the facilitation of games, their role as an enabler of learning and their potential to facilitate transformation.
  • 36 reusable gamification design patterns, a five-step process and a game design canvas to create one’s own innovation games
  • Summaries and references of more than 70+ customizable games that are already in use by innovators, entrepreneurs and professional trainers
  • Educational materials for teachers, trainers and game facilitators
Fintech Innovation

Автор: Sironi Paolo
Название: Fintech Innovation
ISBN: 1119226988 ISBN-13(EAN): 9781119226987
Издательство: Wiley
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Цена: 5069.00 р.
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Описание: A survival guide for the FinTech era of banking FinTech Innovation examines the rise of financial technology and its growing impact on the global banking industry. Wealth managers are standing at the epicenter of a tectonic shift, as the balance of power between offering and demand undergoes a dramatic upheaval.

Gamification in Learning and Education

Автор: Sangkyun Kim; Kibong Song; Barbara Lockee; John Bu
Название: Gamification in Learning and Education
ISBN: 3319472828 ISBN-13(EAN): 9783319472829
Издательство: Springer
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Цена: 13974.00 р.
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Описание:

This book explores the theoretical foundations of gamification in learning and education. It has become increasingly difficult to engage and motivate students. Gamification not only makes learning interesting, but also allows game players to solve problems and learn lessons through repeated attempts and failures. This 'positive failure' can motivate students to attempt a difficult mission. Chapters in this volume cover topics such as the definition and characteristics of gamification, gamification in learning and education, theories, research on gamification, framework, strategy, and cases.

Higher Education for All. From Challenges to Novel Technology-Enhanced Solutions

Автор: Cristea
Название: Higher Education for All. From Challenges to Novel Technology-Enhanced Solutions
ISBN: 3319979337 ISBN-13(EAN): 9783319979335
Издательство: Springer
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Цена: 6986.00 р.
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Описание: The papers deal with a large spectrum of topics, including higher education, technology-enhanced solutions, user modelling, user grouping, gamification, educational games, MOOCs, e-learning, open educational resources, collaborative learning, student modelling, serious games, language analysis.

Explore Like a Pirate: Gamification and Game-Inspired Course Design to Engage, Enrich and Elevate Your Learners

Автор: Matera Michael
Название: Explore Like a Pirate: Gamification and Game-Inspired Course Design to Engage, Enrich and Elevate Your Learners
ISBN: 1946444278 ISBN-13(EAN): 9781946444271
Издательство: Неизвестно
Цена: 6796.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Gamification: Playing for Profits

Автор: Collins Chris
Название: Gamification: Playing for Profits
ISBN: 1733394532 ISBN-13(EAN): 9781733394536
Издательство: Неизвестно
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Цена: 2757.00 р.
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Описание: From establishing goals to selecting games, prizes and spiffs, Chris walks you through the tools and techniques developed to enhance production, employee morale, and much more - no matter your business or industry.

Google Classroom: 60 Smart Tips and Tricks To Enhance Your Online Teaching, Introduce Gamification and Be Loved By Your Students

Автор: Bradley Emma
Название: Google Classroom: 60 Smart Tips and Tricks To Enhance Your Online Teaching, Introduce Gamification and Be Loved By Your Students
ISBN: 1801186928 ISBN-13(EAN): 9781801186926
Издательство: Неизвестно
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Цена: 2752.00 р.
Наличие на складе: Нет в наличии.

Описание: This guide proposes a practical approach to set up your classroom, connect students, and provide original teaching activities via Google Classroom, the most intuitive e-learning software.

Handbook of Research on Holistic Perspectives in Gamification for Clinical Practice

Автор: Novak Daniel, Tulu Bengisu, Brendryen Havar
Название: Handbook of Research on Holistic Perspectives in Gamification for Clinical Practice
ISBN: 1466695226 ISBN-13(EAN): 9781466695221
Издательство: Mare Nostrum (Eurospan)
Цена: 49480.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: Over the past decade, the healthcare industry has adopted games as a powerful tool for promoting personal health and wellness. Utilizing principles of gamification to engage patients with positive reinforcement, these games promote stronger attention to clinical and self-care guidelines, and offer exciting possibilities for primary prevention.Targeting an audience of academics, researchers, practitioners, healthcare professionals, and even patients, the Handbook of Research on Holistic Perspectives in Gamification for Clinical Practices reviews current studies and empirical evidence, highlights critical principles of gamification, and fosters the increasing application of games at the practical, clinical level.

Organizational Gamification

Название: Organizational Gamification
ISBN: 0367321181 ISBN-13(EAN): 9780367321185
Издательство: Taylor&Francis
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Цена: 22202.00 р.
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Описание: This edited volume presents an interdisciplinary collection of texts that examine the practice of gamification, the use of game design elements in non-game contexts, specifically as an organization and management research problem.

Organizational gamification

Название: Organizational gamification
ISBN: 0367712377 ISBN-13(EAN): 9780367712372
Издательство: Taylor&Francis
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Цена: 5970.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: This edited volume presents an interdisciplinary collection of texts that examine the practice of gamification, the use of game design elements in non-game contexts, specifically as an organization and management research problem.

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.
Наличие на складе: Есть у поставщика Поставка под заказ.

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.

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.
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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.


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