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Transforming Learning and IT Management through Gamification

Transforming Learning and IT Management through Gamification PDF Author: Edmond C. Prakash
Publisher: Springer
ISBN: 331918699X
Category : Computers
Languages : en
Pages : 119

Book Description
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 Learning and IT Management through Gamification

Transforming Learning and IT Management through Gamification PDF Author: Edmond C. Prakash
Publisher: Springer
ISBN: 331918699X
Category : Computers
Languages : en
Pages : 119

Book Description
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

Transforming Society and Organizations through Gamification PDF Author: Agnessa Spanellis
Publisher: Palgrave Macmillan
ISBN: 9783030682095
Category : Business & Economics
Languages : en
Pages : 386

Book Description
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

Gamification: Concepts, Methodologies, Tools, and Applications PDF Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1466682019
Category : Computers
Languages : en
Pages : 2211

Book Description
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.

Gamification in Education: Breakthroughs in Research and Practice

Gamification in Education: Breakthroughs in Research and Practice PDF Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1522551999
Category : Education
Languages : en
Pages : 677

Book Description
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.

10th European Conference on Games Based Learning

10th European Conference on Games Based Learning PDF Author:
Publisher: Academic Conferences and publishing limited
ISBN: 1911218093
Category :
Languages : en
Pages :

Book Description


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

Research Anthology on Game Design, Development, Usage, and Social Impact PDF Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1668475901
Category : Computers
Languages : en
Pages : 2034

Book Description
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

Sustainable Construction in the Era of the Fourth Industrial Revolution PDF Author: Ayodeji Emmanuel Oke
Publisher: Routledge
ISBN: 1000435040
Category : Architecture
Languages : en
Pages : 199

Book Description
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.

Research Anthology on Developments in Gamification and Game-Based Learning

Research Anthology on Developments in Gamification and Game-Based Learning PDF Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1668437112
Category : Education
Languages : en
Pages : 1971

Book Description
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.

Playful Minds

Playful Minds PDF Author: Lily Parker
Publisher: eBookIt.com
ISBN: 1456646990
Category : Education
Languages : en
Pages : 286

Book Description
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.

Gamify

Gamify PDF Author: Biran Burke
Publisher: Routledge
ISBN: 1351861778
Category : Business & Economics
Languages : en
Pages : 136

Book Description
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.