Gamification in Education and Business

Nonfiction, Science & Nature, Mathematics, Game Theory, Reference & Language, Education & Teaching, Teaching, Computers & Technology
Cover of the book Gamification in Education and Business by , Springer International Publishing
View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart
Author: ISBN: 9783319102085
Publisher: Springer International Publishing Publication: November 22, 2014
Imprint: Springer Language: English
Author:
ISBN: 9783319102085
Publisher: Springer International Publishing
Publication: November 22, 2014
Imprint: Springer
Language: English

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.

View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart

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.

More books from Springer International Publishing

Cover of the book Artists’ Voices in Cultural Policy by
Cover of the book Soft Computing Applications for Group Decision-making and Consensus Modeling by
Cover of the book Computational Science and Its Applications – ICCSA 2017 by
Cover of the book Transformative Perspectives and Processes in Higher Education by
Cover of the book Mobile Cloud Visual Media Computing by
Cover of the book Concurrent Engineering in the 21st Century by
Cover of the book CT Virtual Hysterosalpingography by
Cover of the book Agricultural Proteomics Volume 1 by
Cover of the book Bichitra: The Making of an Online Tagore Variorum by
Cover of the book The Bad Faith in the Free Market by
Cover of the book Proceedings of the 4th World Congress on Integrated Computational Materials Engineering (ICME 2017) by
Cover of the book Quantum Symmetries by
Cover of the book Quality, Reliability, Security and Robustness in Heterogeneous Systems by
Cover of the book The Mixed Member Proportional System: Providing Greater Representation for Women? by
Cover of the book Machine Learning and Knowledge Discovery in Databases by
We use our own "cookies" and third party cookies to improve services and to see statistical information. By using this website, you agree to our Privacy Policy