Gamification In Education And Business


Gamification In Education And Business
Author: Torsten Reiners
Publisher: Springer
ISBN: 3319102087
Size: 38.61 MB
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Gamification In Education And Business

eBook File: Gamification-in-education-and-business.PDF Book by Torsten Reiners, Gamification In Education And Business Books available in PDF, EPUB, Mobi Format. Download Gamification In Education And Business books, This book is dedicated to applied gamification in the areas of education and business, while also covering pitfalls to avoid and guidelines needed to successfully implement for a project. Using different theoretical backgrounds from various areas including behavioral economics, game theory, and complex adaptive systems, the contributors aim to help readers avoid common problems and difficulties that they could face with poor implementation. The book’s contributors are scholars and academics from the many areas where the key theory of gamification typically comes from. Ultimately, the book’s goal is to help bring together the theories from these different disciplines to the field of practice in education and business. The book is divided into four parts: Theory, Education, Business, and Use Cases. Part I provides a foundation on the theory of gamification and offers insight into some of the outstanding questions that have yet to be addressed. In Part II, the application and value that gamification can bring within the education sector is examined. The book then changes focus in Part III to spotlight the use of gamification within business environments. The topics also cover educational aspects like improved learning outcomes, motivation, and learning retention at the workplace. Finally Part IV concentrates on the applications and use of gamification through a series of case studies and key elements that are used in real situations to drive real results.


Gamification in Education and Business
Language: en
Pages: 710
Authors: Torsten Reiners, Lincoln C. Wood
Categories: Mathematics
Type: BOOK - Published: 2014-11-22 - Publisher: Springer
This book is dedicated to applied gamification in the areas of education and business, while also covering pitfalls to avoid and guidelines needed to successfully implement for a project. Using different theoretical backgrounds from various areas including behavioral economics, game theory, and complex adaptive systems, the contributors aim to help readers avoid common problems and difficulties that they could face with poor implementation. The book’s contributors are scholars and academics from the many areas where the key theory of gamification typically comes from. Ultimately, the book’s goal is to help bring together the theories from these different disciplines to the field of practice in education and business. The book is divided into four parts: Theory, Education, Business, and Use Cases. Part I provides a foundation on the theory of gamification and offers insight into some of the outstanding questions that have yet to be addressed. In Part II, the application and value that gamification can bring within the education sector is examined. The book then changes focus in Part III to spotlight the use of gamification within business environments. The topics also cover educational aspects like improved learning outcomes, motivation, and learning retention at the workplace. Finally Part IV concentrates
Besser als die Wirklichkeit!
Language: de
Pages: 496
Authors: Jane McGonigal
Categories: Social Science
Type: BOOK - Published: 2012-11-26 - Publisher: Heyne Verlag
Warum Computerspiele nicht blöd, sondern schlau machen Die Menschheit spielt. Immerzu. Überall. Ununterbrochen. Über 3 Milliarden Stunden werden jede Woche weltweit mit Spielen verbracht. Und die Zahl wächst, denn immer mehr Menschen erliegen der Faszination von Computerspielen. Aber muss man deshalb klagen über Isolation und Kulturverfall? – Jane McGonigal, laut »BusinessWeek« eine der zehn wichtigsten und innovativsten Spieleentwicklerinnen der Welt, kehrt die Perspektive um und stellt die spannende Frage: Was, wenn wir die immense Kreativität, die Leidenschaft und das Engagement, das wir ins Spielen investieren, für die reale Welt nutzbar machen? Computerspiele bieten Belohnungen, Herausforderungen und Siege, die uns die reale Welt nur allzu oft vorenthält. Aber wer sagt, dass wir das Potenzial von Spielen allein zur Wirklichkeitsflucht und zu Unterhaltungszwecken nutzen müssen? Für Jane McGonigal sind Gamer hoch kompetente Problemlöser und passionierte Teamplayer. Ihre bestechende These: Nutzen wir diese enormen Ressourcen doch, um unsere sozialen, wirtschaftlichen oder medizinischen Probleme zu lösen! Ein überwältigend neuer und überzeugender Blick auf die positive Wirkung, die im Spielen steckt – eine bahnbrechende Analyse, mit der Jane McGonigal eindrucksvoll bestätigt, dass sie von der Zeitschrift »Fast Company« zu Recht unter die »100 kreativsten Menschen der Wirtschaft« gewählt wurde!
Teaching English: Differentiation and Individualisation
Language: en
Pages: 245
Authors: Maria Eisenmann
Categories: Education
Type: BOOK - Published: 2019-05-13 - Publisher: UTB GmbH
Heterogenität im Klassenzimmer ist Alltag und eine Herausforderung. Auch Englischlehrkräfte sind aufgefordert, dies mit speziell zugeschnittenen Lernarrangements zu berücksichtigen. Maria Eisenmann führt daher nicht nur in die Theorien von Heterogenität, Differenzierung und Inklusion ein, sondern stellt individualisierende Methoden und Lernstrategien für die Praxis des Unterrichts vor.
For the Win
Language: en
Pages:
Authors: Maria Eisenmann
Categories: Education
Type: BOOK - Published: - Publisher:
Books about For the Win
Enterprise SOA
Language: de
Pages: 382
Authors: Dirk Krafzig, Karl Banke, Dirk Slama
Categories: Education
Type: BOOK - Published: 2007 - Publisher: MITP-Verlags GmbH & Co. KG
Dieses Buch liefert eine fundierte Einfuhrung in das Thema SOA und erlautert, wie man SOAs auf Unternehmensebene erfolgreich einfuhrt. Die Autoren liefern nicht nur technisches Wissen, sondern daruber hinaus auch konkretes Praxiswissen sowie eine ausfuhrliche Darstellung von vier grossen, bereits realisierten Case Studies, anhand derer Sie einen konkreten Einblick in die Praxis erhalten
Gamification
Language: en
Pages: 164
Authors: Stefan Stieglitz, Christoph Lattemann, Susanne Robra-Bissantz, Rüdiger Zarnekow, Tobias Brockmann
Categories: Computers
Type: BOOK - Published: 2016-10-04 - Publisher: Springer
This compendium introduces game theory and gamification to a number of different domains and describes their professional application in information systems. It explains how playful functions can be implemented in various contexts and highlights a range of concrete scenarios planned and developed for several large corporations. In its first part the book presents the fundamentals, concepts and theories of gamification. This is followed by separate application-oriented sections – each containing several cases – that focus on the use of gamification in customer management, innovation management, teaching and learning, mobile applications and as an element of virtual worlds. The book offers a valuable resource for readers looking for inspiration and guidance in finding a practical approach to gamification.
The Gamification of Higher Education
Language: en
Pages: 231
Authors: N. Niman
Categories: Education
Type: BOOK - Published: 2014-07-17 - Publisher: Springer
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.
Gamification in Education
Language: en
Pages: 696
Authors: Information Resources Management Association
Categories: Education
Type: BOOK - Published: 2017-11-29 - Publisher: Information Science Reference
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.
The Gamification of Learning and Instruction
Language: en
Pages: 302
Authors: Karl M. Kapp
Categories: Business & Economics
Type: BOOK - Published: 2012-05 - Publisher: John Wiley & Sons
"Learning professionals are finding success applying game-based sensibilities to the development of instruction. This is the first book to show how to design online instruction that leverages the best elements of online games to increase learning, retention, and application. It explains how to match different game strategies to types of learning content for the right learning outcome and discusses how gamification techniques can be used in a variety of settings to improve learning, retention and application of knowledge. Supported by peer-reviewed studies and examples from corporations who have adopted game-based learning successfully, the book illustrates how combining instructional design thinking with game concepts can create engaged and interactive learning experiences across a variety of media, from online to face-to-face"--
For the Win, Revised and Updated Edition
Language: en
Pages: 152
Authors: Kevin Werbach, Dan Hunter
Categories: Business & Economics
Type: BOOK - Published: 2020-11-10 - Publisher: Wharton Digital Press
“A QUICK BUT THOUGHTFUL LOOK INTO THE PROS AND CONS OF GAMIFICATION....”—Daniel H. Pink, Author, Drive Why can’t life—and business—be fun? For thousands of years, we’ve created things called games that tap the tremendous psychic power of fun. In a revised and updated edition of For the Win: The Power of Gamification and Game Thinking in Business, Education, Government, and Social Impact, authors Kevin Werbach and Dan Hunter argue that applying the lessons of gamification could change your business, the way you learn or teach, and even your life. Werbach and Hunter explain how games can be used as a valuable tool to address serious pursuits like marketing, productivity enhancement, education, innovation, customer engagement, human resources, and sustainability. They reveal how, why, and when gamification works—and what not to do. Discover the successes—and failures—of organizations that are using gamification: How a South Korean company called Neofect is using gamification to help people recover from strokes; How a tool called SuperBetter has demonstrated significant results treating depression, concussion symptoms, and the mental health harms of the COVID-19 pandemic through game thinking; How the ride-hailing giant Uber once used gamification to influence their drivers to work longer hours than they otherwise wanted