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 Tourism and Culture in the Age of Innovation by
Cover of the book Optimization Problems in Graph Theory by
Cover of the book Cardio-Renal Clinical Challenges by
Cover of the book Dupuytren’s Contracture by
Cover of the book Stratonauts by
Cover of the book Handbook of Behavioral Criminology by
Cover of the book Kalman Filtering by
Cover of the book Cognitive Phase Transitions in the Cerebral Cortex - Enhancing the Neuron Doctrine by Modeling Neural Fields by
Cover of the book Advances in Through-life Engineering Services by
Cover of the book Retinal Degenerative Diseases by
Cover of the book Digital Human Modeling. Applications in Health, Safety, Ergonomics, and Risk Management: Health and Safety by
Cover of the book Australia in the US Empire by
Cover of the book Diagnosis and Management of Breast Tumors by
Cover of the book Laser Metal Deposition Process of Metals, Alloys, and Composite Materials by
Cover of the book Regulated Open Multi-Agent Systems (ROMAS) 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