Gamification in education and business /
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Imprint: | Cham, Switzerland : Springer, 2015. ©2015 |
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Description: | 1 online resource (749 pages) : illustrations |
Language: | English |
Subject: | |
Format: | E-Resource Book |
URL for this record: | http://pi.lib.uchicago.edu/1001/cat/bib/11090487 |
Other authors / contributors: | Reiners, Torsten, editor. Wood, Lincoln C., editor. |
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ISBN: | 9783319102085 3319102087 3319102079 9783319102078 9783319102078 |
Digital file characteristics: | text file PDF |
Notes: | Includes bibliographical references at the end of each chapters and index. Print version record. |
Summary: | 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. |
Other form: | Print version: Gamification in education and business. Cham, Switzerland : Springer, ©2015 liv, 710 pages 9783319102078 |
Standard no.: | 10.1007/978-3-319-10208-5 |
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