Transforming Learning And It Management Through Gamification

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Transforming Learning and IT Management through Gamification

Author : Edmond C. Prakash,Madhusudan Rao
Publisher : Springer
Page : 119 pages
File Size : 54,7 Mb
Release : 2015-08-07
Category : Computers
ISBN : 9783319186993

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Transforming Learning and IT Management through Gamification by Edmond C. Prakash,Madhusudan Rao Pdf

This book explains how gamification, specifically enterprise gamification, can help mangers in multiple areas within an enterprise to improve attrition. Employee Engagement is an important component to foster employee relations with the organization. Gamification by its inherent design helps to increase engagement within an enterprise. Several successful case studies in Gamification are presented, which present new practical tips for Gamification for IT Management. By introducing general IT management concepts related to the specific environment managers work in, the authors then detail the benefits of introducing gamification in this very environment to resolve business issues. IT Managers, as well as HR professionals, Group Heads and Delivery Leaders will find this be a useful resource to understand how Gamification can improve their everyday work. The book can also be used as a reference for engaging learners and employees to improve their productivity in organizations.

Transforming Society and Organizations through Gamification

Author : Agnessa Spanellis,J. Tuomas Harviainen
Publisher : Palgrave Macmillan
Page : 386 pages
File Size : 45,6 Mb
Release : 2022-05-22
Category : Business & Economics
ISBN : 3030682099

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Transforming Society and Organizations through Gamification by Agnessa Spanellis,J. Tuomas Harviainen Pdf

Gamification is the application of game-design elements and game principles to non-game contexts, and has been used to solve problems by applying characteristics of games. Though it has principally been applied in the areas of business and education, this book seeks to expand focus beyond this, looking at how gamification can be used for social change, the development of organizations and the implementation of the UN Sustainable Development goals. Including contributors from across the glove, it draws on a rich array of case studies, from inclusivity in the workplace to ecosystems in the Amazon. A timely contribution to an exciting, growing field, this book engages with the theoretical framework and lays out the foundations for a rigorous theory-based stream of research. It will be valuable reading to scholars and practitioners interested in social change, sustainability, gamification and organizational studies. Agnessa Spanellis (PhD, MEng) is an Assistant Professor at Heriot-Watt University, Scotland and a member of the Research Centre for Logistics and Sustainability at Edinburgh Business School, leading research on gamification for sustainable development and exploring how gamification can improve social and environmental sustainability, especially in more deprived and impoverished communities in low-income counties. J. Tuomas Harviainen (PhD, MBA) works as Associate Professor of information Practices at Tampere University, Finland. Harviainen's work ranges from information sharing in creative organizations to games and gamification. He firmly believes that good research can also be a form of societal activism.

Gamification: Concepts, Methodologies, Tools, and Applications

Author : Management Association, Information Resources
Publisher : IGI Global
Page : 2211 pages
File Size : 48,8 Mb
Release : 2015-03-31
Category : Computers
ISBN : 9781466682016

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Gamification: Concepts, Methodologies, Tools, and Applications by Management Association, Information Resources Pdf

Serious games provide a unique opportunity to engage students more fully than traditional teaching approaches. Understanding the best way to utilize games and play in an educational setting is imperative for effectual learning in the twenty-first century. Gamification: Concepts, Methodologies, Tools, and Applications investigates the use of games in education, both inside and outside of the classroom, and how this field once thought to be detrimental to student learning can be used to augment more formal models. This four-volume reference work is a premier source for educators, administrators, software designers, and all stakeholders in all levels of education.

Research Anthology on Developments in Gamification and Game-Based Learning

Author : Management Association, Information Resources
Publisher : IGI Global
Page : 1971 pages
File Size : 42,5 Mb
Release : 2021-11-26
Category : Education
ISBN : 9781668437117

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Research Anthology on Developments in Gamification and Game-Based Learning by Management Association, Information Resources Pdf

Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.

10th European Conference on Games Based Learning

Author : Anonim
Publisher : Academic Conferences and publishing limited
Page : 128 pages
File Size : 42,5 Mb
Release : 2024-06-29
Category : Electronic
ISBN : 9781911218098

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10th European Conference on Games Based Learning by Anonim Pdf

Playful Minds

Author : Lily Parker
Publisher : eBookIt.com
Page : 286 pages
File Size : 49,7 Mb
Release : 2024-03-12
Category : Education
ISBN : 9781456646998

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Playful Minds by Lily Parker Pdf

Revolutionize Learning: Dive Into the Joy of Educational Games Imagine a world where the joy of play infuses every lesson, where students of all ages are eager to learn, spurred by curiosity and engagement. "Playful Minds: Transforming Education with Gamification" extends a thrilling invitation to educators, parents, and innovators: to reimagine the educational landscape through the potent magic of gamification. The journey starts at the intersection where education meets fun, guiding readers through a captivating exploration of what gamification really is and why it has become an imperative in today's teaching toolkit. Discover the core principles of game design and how they can be harnessed to create enriching educational experiences that captivate both the mind and the heart. Sink your teeth into the psychology that intertwines learning with gaming. Unlock compelling insights into motivation, flow state, and the psychological underpinnings that make game-based learning incredibly effective. Design your very first educational game with strategies right from the minds of seasoned experts, employing powerful narrative techniques, reward systems, and game mechanics that translate across different subjects and cater to diverse learning styles. Dive deep into digital versus non-digital gaming applications, and witness how each can beautifully complement the art of teaching. Equip yourself with the knowledge of the latest technologies, such as AR and VR, and understand how they are revolutionizing learning spaces. While addressing the inclusivity in game design, the book ensures that no learner is left behind. Armed with a plethora of case studies and actionable tools for crafting your own gamified classroom environment, "Playful Minds" ensures that your educational practice is equipped to meet the needs of the modern learner. Evolve your teaching, connect with a passionate educator community, and confidently lead the charge towards a future where learning and play are indistinguishable. As the final page turns, it's not game over, but the next level in educational excellence. Embrace the power of "Playful Minds" to craft experiences that linger long after the lesson ends, fostering a lifelong love for learning.

Emotify!

Author : Michael Sutton,Kevin Allen
Publisher : Unknown
Page : 256 pages
File Size : 46,6 Mb
Release : 2019-09-26
Category : Electronic
ISBN : 1733223401

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Emotify! by Michael Sutton,Kevin Allen Pdf

Sutton and Allen show the secret to success in serious games - the human element. In these pages you'll discover how games are built around student's emotional needs and desires, the dynamics of how games engage people and how to inspire a following to make your game-based vision a reality.

Transforming Society and Organizations through Gamification

Author : Agnessa Spanellis,J. Tuomas Harviainen
Publisher : Springer Nature
Page : 386 pages
File Size : 52,7 Mb
Release : 2021-05-07
Category : Business & Economics
ISBN : 9783030682071

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Transforming Society and Organizations through Gamification by Agnessa Spanellis,J. Tuomas Harviainen Pdf

Gamification is the application of game-design elements and game principles to non-game contexts, and has been used to solve problems by applying characteristics of games. Though it has principally been applied in the areas of business and education, this book seeks to expand focus beyond this, looking at how gamification can be used for social change, the development of organizations and the implementation of the UN Sustainable Development goals. Including contributors from across the glove, it draws on a rich array of case studies, from inclusivity in the workplace to ecosystems in the Amazon. A timely contribution to an exciting, growing field, this book engages with the theoretical framework and lays out the foundations for a rigorous theory-based stream of research. It will be valuable reading to scholars and practitioners interested in social change, sustainability, gamification and organizational studies. Agnessa Spanellis (PhD, MEng) is an Assistant Professor at Heriot-Watt University, Scotland and a member of the Research Centre for Logistics and Sustainability at Edinburgh Business School, leading research on gamification for sustainable development and exploring how gamification can improve social and environmental sustainability, especially in more deprived and impoverished communities in low-income counties. J. Tuomas Harviainen (PhD, MBA) works as Associate Professor of information Practices at Tampere University, Finland. Harviainen's work ranges from information sharing in creative organizations to games and gamification. He firmly believes that good research can also be a form of societal activism.

Gamification in Education: Breakthroughs in Research and Practice

Author : Management Association, Information Resources
Publisher : IGI Global
Page : 677 pages
File Size : 42,5 Mb
Release : 2018-01-05
Category : Education
ISBN : 9781522551997

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Gamification in Education: Breakthroughs in Research and Practice by Management Association, Information Resources Pdf

Serious games provide a unique opportunity to fully engage students more than traditional teaching approaches. Understanding the best way to utilize these games and the concept of play in an educational setting is imperative for effectual learning in the 21st century. Gamification in Education: Breakthroughs in Research and Practice is an innovative reference source for the latest academic material on the different approaches and issues faced in integrating games within curriculums. Highlighting a range of topics, such as learning through play, virtual worlds, and educational computer games, this publication is ideally designed for educators, administrators, software designers, and stakeholders in all levels of education.

Research Anthology on Game Design, Development, Usage, and Social Impact

Author : Management Association, Information Resources
Publisher : IGI Global
Page : 2034 pages
File Size : 43,8 Mb
Release : 2022-10-07
Category : Computers
ISBN : 9781668475904

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Research Anthology on Game Design, Development, Usage, and Social Impact by Management Association, Information Resources Pdf

Videogames have risen in popularity in recent decades and continue to entertain many all over the world. As game design and development becomes more accessible to those outside of the industry, their uses and impacts are further expanded. Games have been developed for medical, educational, business, and many more applications. While games have many beneficial applications, many challenges exist in current development processes as well as some of their impacts on society. It is essential to investigate the current trends in the design and development of games as well as the opportunities and challenges presented in their usage and social impact. The Research Anthology on Game Design, Development, Usage, and Social Impact discusses the emerging developments, opportunities, and challenges that are found within the design, development, usage, and impact of gaming. It presents a comprehensive collection of the recent research, theories, case studies, and more within the area. Covering topics such as academic game creation, gaming experience, and violence in gaming, this major reference work is a dynamic resource for game developers, instructional designers, educators and administrators of both K-12 and higher education, students of higher education, librarians, government officials, business leaders and executives, researchers, and academicians.

Sustainable Construction in the Era of the Fourth Industrial Revolution

Author : Ayodeji Emmanuel Oke,Clinton Aigbavboa,Seyi S. Stephen,Wellington Didibhuku Thwala
Publisher : Routledge
Page : 199 pages
File Size : 41,8 Mb
Release : 2021-09-05
Category : Architecture
ISBN : 9781000435047

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Sustainable Construction in the Era of the Fourth Industrial Revolution by Ayodeji Emmanuel Oke,Clinton Aigbavboa,Seyi S. Stephen,Wellington Didibhuku Thwala Pdf

This book provides readers with an understanding of various concepts, benefits, and practices that the adoption of Fourth Industrial Revolution (4IR) technolo>gies can bring when working towards sustainable construction goals. As digitalization continues to advance rapidly, the pressures on stakeholders in the architecture, engineering, construction, and operation (AECO) industry to revamp and restructure their activities and outputs become increasingly prev>alent. This research book explains the importance of various digital tools and principles to achieve sustainable construction projects. It adopts various stand>ards and concepts to highlight how 4IR technologies could assist and accelerate construction sustainability. It is the first book to link construction management with various digital tools to enhance construction projects’ sustainability. It also provides an in-depth insight into the concept of sustainable construction 4.0 across both developing and developed countries for construction professionals, sustainability experts, researchers, educators, and other stakeholders.The book can be adopted as a research guide, framework, and reference on sustainable construction, the concept of sustainable projects, digitalization in the construction industry, and the 4IR.

Game On! Level Up Your Teaching With Gamification

Author : John Riggs
Publisher : John Riggs
Page : 89 pages
File Size : 50,9 Mb
Release : 2023-07-16
Category : Education
ISBN : 8210379456XXX

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Game On! Level Up Your Teaching With Gamification by John Riggs Pdf

Transform your classroom and captivate your students with gamified learning! This practical book equips educators with strategies and tools to integrate game elements into their teaching. Learn how to boost student engagement, motivation, and academic achievement. Author John Riggs draws from his 10+ years of experience revamping his own middle school classes with gamification. He guides you step-by-step through concepts like rewards, competition, storytelling, and technology integration to create an interactive, game-inspired learning environment. Discover how to design engaging gamified lessons, deliver impactful instruction, and overcome implementation challenges. Packed with real-world examples and insights from teachers already using gamification successfully, this book details proven techniques to unlock your students’ curiosity and agency. Help them take ownership of their learning, develop collaboration skills, and think critically. Aligned activities and immersive experiences fueled by game mechanics will transform your classroom culture. Whether you're new to gamification or looking to improve your current strategies, Game On! will equip you with the knowledge and confidence to create joyful learning through gamification. Your students will be eager to unlock new levels of skills and understanding as education becomes an adventure!

IT Through Experiential Learning

Author : Shreekant W Shiralkar
Publisher : Apress
Page : 108 pages
File Size : 53,5 Mb
Release : 2016-11-18
Category : Computers
ISBN : 9781484224212

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IT Through Experiential Learning by Shreekant W Shiralkar Pdf

This concise book shows you how experiential learning can be used to overcome the challenges posed in applying and delivering information technology (IT) to your business needs through an innovative, game-based approach. Technology innovations and evolving business models are part of a rapid change that is forcing corporate and management professionals to learn, deploy, and adopt IT in new ways in order to maintain a competitive advantage. Many are doing this through experiential learning. You’ll begin by reviewing the basics of experiential learning and its relevance to IT, followed by six chapters that apply the hands-on concept through various scenarios. Make IT Through Experiential Learning one of your valued resources today. What You'll Learn: Innovative and proven IT-related application scenarios Generic management and leadership skill development Guidance for applying the learning methods for generating extraordinary results over conventional methods Who This Book Is For: IT professionals, higher education students, and those engaged in training and organizational development.

E-Learning and Games

Author : Abdennour El Rhalibi,Zhigeng Pan,Haiyan Jin,Dandan Ding,Andres A. Navarro-Newball,Yinghui Wang
Publisher : Springer
Page : 417 pages
File Size : 40,9 Mb
Release : 2019-07-16
Category : Education
ISBN : 9783030237127

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E-Learning and Games by Abdennour El Rhalibi,Zhigeng Pan,Haiyan Jin,Dandan Ding,Andres A. Navarro-Newball,Yinghui Wang Pdf

This book constitutes the refereed proceedings of the 12th International Conference on e-Learning and Games, EDUTAINMENT 2018, held in Xi’an, China, in June 2018. The 32 full and 32 short papers presented in this volume were carefully reviewed and selected from 85 submissions. The papers were organized in topical sections named: virtual reality and augmented reality in edutainment; gamification for serious game and training; graphics, imaging and applications; game rendering and animation; game rendering and animation and computer vision in edutainment; e-learning and game; and computer vision in edutainment.

New Knowledge in Information Systems and Technologies

Author : Álvaro Rocha,Hojjat Adeli,Luís Paulo Reis,Sandra Costanzo
Publisher : Springer
Page : 631 pages
File Size : 53,5 Mb
Release : 2019-03-29
Category : Technology & Engineering
ISBN : 9783030161873

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New Knowledge in Information Systems and Technologies by Álvaro Rocha,Hojjat Adeli,Luís Paulo Reis,Sandra Costanzo Pdf

This book includes a selection of articles from The 2019 World Conference on Information Systems and Technologies (WorldCIST’19), held from April 16 to 19, at La Toja, Spain. WorldCIST is a global forum for researchers and practitioners to present and discuss recent results and innovations, current trends, professional experiences and challenges in modern information systems and technologies research, together with their technological development and applications. The book covers a number of topics, including A) Information and Knowledge Management; B) Organizational Models and Information Systems; C) Software and Systems Modeling; D) Software Systems, Architectures, Applications and Tools; E) Multimedia Systems and Applications; F) Computer Networks, Mobility and Pervasive Systems; G) Intelligent and Decision Support Systems; H) Big Data Analytics and Applications; I) Human–Computer Interaction; J) Ethics, Computers & Security; K) Health Informatics; L) Information Technologies in Education; M) Information Technologies in Radiocommunications; and N) Technologies for Biomedical Applications.