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E-raamat: Gamification in Education and Business

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  • Formaat: PDF+DRM
  • Ilmumisaeg: 22-Nov-2014
  • Kirjastus: Springer International Publishing AG
  • Keel: eng
  • ISBN-13: 9783319102085
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  • Formaat: PDF+DRM
  • Ilmumisaeg: 22-Nov-2014
  • Kirjastus: Springer International Publishing AG
  • Keel: eng
  • ISBN-13: 9783319102085

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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.

Introduction.- A RECIPE for Meaningful Gamification.- Studying Gamification: the Effect of Rewards and Incentives on Motivation.- A Conceptual Framework for Gamification Measurement.- Implementing Game Design in Gamification.- Applied Behavioral Economics: A Game Designer s Perspective.- Towards Leveraging Behavioral Economics in Mobile Application Design.- A Parallel Universe: Psychological Principles in the Language of Game Design.- Context to Culture for Gamification HCI Requirements: Familiarity and Enculturement.- Psychological Theory and the Gamification of Learning.- A History and Frameworks of Digital Badges in Education.- Game-Based Assessment: The Mash-Up We ve Been Waiting For.- A gamification-based framework for developing learning activities of computational thinking.- Educational Gamified Science Simulations.- From Market Place to Collusion Detection: Case Studies of Gamification in Education.- Physical skills and digital gaming the relationship between basketball an

d an augmented reality adaption.- Storytelling to Immersive Learners in an Authentic Virtual Learning Environment.- Shaping Behaviours through Space and Place in Gamified Virtual Learning Environments.- The Development and Assessment of a Team-based Management Game.- Gamification in Virtual Worlds for Learning: A Case Study of PIERSiM for Business Education.- Theoretical Considerations for Game-Based e-Learning Analytics.- Critical Perspective on Gamification in Education.- Implementing Gami cation: Requirements and Gami cation Platforms.- Workplace Psychology and Gamification: Theory and Application.- The Gamification as a Resourceful Tool to Im-prove Work Performance.- Gamification in the Enterprise: Differences from Consumer Market, Implications, and a Method to Manage Them.- Designing gamification to guide competitive and cooperative behavior in teamwork.- Gamification & Law.- How to Avoid the Dark Side of Gamification: Ten Business Scenarios and Their Unintended Consequences.

- Gamification of Survey Research: Empirical Results from Gamifying a Conjoint Experiment.- Project knowledge management while simply playing! Gaming mechanics in project knowledge management systems.- How Gamification Can Help Companies to Become More Sustainable a Case Study on Ride Sharing.- Gamification: Supported Exploration and Practicing for Automotive User Interfaces and Vehicle Functions.- Application of Game Thinking and Game Elements in New Joiner Induction and On-boarding Process: A Business Case Study.- Gamification: The Measurement of Benefits.

Arvustused

This book will occupy an honored place in our schools professional development library for teachers and administrators. Gamification is a veritable goldmine of material for teacher training sessions. Gamification offers a plethora of evidence, again, provided by worldwide experts. If a teacher or administrator still has questions regarding the effectiveness of gamification, somewhere within this books 700+ pages theres bound to be an adequate answer. (David W. Deeds, Technology, Knowledge and Learning, Vol. 21, 2016)

1 A Recipe For Meaningful Gamification
1(20)
Scott Nicholson
2 Studying Gamification: The Effect Of Rewards And Incentives On Motivation
21(26)
Ganit Richter
Daphne R. Raban
Sheizaf Rafaeli
3 A Conceptual Framework For Gamification Measurement
47(20)
Ronald Dyer
4 Implementing Game Design In Gamification
67(14)
Federico Danelli
5 Applied Behavioral Economics: A Game Designer's Perspective
81(24)
Charles Butler
6 Towards Leveraging Behavioral Economics In Mobile Application Design
105(28)
Tobias Stockinger
Marion Koelle
Patrick Lindemann
Matthias Kranz
Stefan Diewald
Andreas Moller
Luis Roalter
7 A Parallel Universe: Psychological Science In The Language Of Game Design
133(18)
Thomas E. Heinzen
Michael S. Gordon
R. Eric Landrum
Regan A.R. Gurung
Dana S. Dunn
Sam Richman
8 Context To Culture For Gamification Hci Requirements: Familiarity And Enculturement
151(14)
Robert Wellington
9 Psychological Theory And The Gamification Of Learning
165(22)
Richard N. Landers
Kristina N. Bauer
Rachel C. Callan
Michael B. Armstrong
10 A History And Frameworks Of Digital Badges In Education
187(14)
Nathaniel Ostashewski
Doug Reid
11 Game-Based Assessment: The Mash-Up We've Been Waiting For
201(18)
Thomas E. Heinzen
R. Eric Landrum
Regan A.R. Gurung
Dana S. Dunn
12 A Gamification-Based Framework For Developing Learning Activities Of Computational Thinking
219(34)
Isabella Kotini
Sofia Tzelepi
13 Educational Gamified Science Simulations
253(24)
Johanna Pirker
Christian Gutl
14 From Market Place To Collusion Detection: Case Studies Of Gamification In Education
277(14)
Pinata Winoto
Tiffany Y. Tang
15 Physical Skills And Digital Gaming: The Relationship Between Basketball And An Augmented Reality Adaption
291(24)
Andreas Hebbel-Seeger
16 Storytelling To Immersive Learners In An Authentic Virtual Training Environment
315(16)
Lincoln C. Wood
Torsten Reiners
17 Shaping Behaviours Through Space And Place In Gamified Virtual Learning Environments
331(24)
Da Zhang
Tony Clear
18 The Development And Assessment Of A Team-Based Management Game
355(30)
John Denholm
Ian Dunwell
Sara De Freitas
19 Gamification In Virtual Worlds For Learning: A Case Study Of Piersim For Business Education
385(18)
David Craven
20 Theoretical Considerations For Game-Based E-Learning Analytics
403(14)
David Gibson
Peter Jakl
21 Critical Perspective On Gamification In Education
417(14)
Christopher J. Devers
Regan A.R. Gurung
22 Implementing Gamification: Requirements And Gamification Platforms
431(20)
Philipp Herzig
Michael Ameling
Bernhard Wolf
Alexander Schill
23 Workplace Psychology And Gamification: Theory And Application
451(22)
Philipp Herzig
Michael Ameling
Alexander Schill
24 The Gamification As A Resourceful Tool To Improve Work Performance
473(16)
Edward T. Chen
25 Gamification In The Enterprise: Differences From Consumer Market, Implications, And A Method To Manage Them
489(24)
Basanth Kumar Neeli
26 Designing Gamification To Guide Competitive And Cooperative Behavior In Teamwork
513(22)
Niko Vegt
Valentijn Visch
Huib De Ridder
Arnold Vermeeren
27 Gamification And Law
535(18)
Kai Erenli
28 How To Avoid The Dark Side Of Gamification: Ten Business Scenarios And Their Unintended Consequences
553(16)
Rachel C. Callan
Kristina N. Bauer
Richard N. Landers
29 Gamification Of Survey Research: Empirical Results From Gamifying A Conjoint Experiment
569(24)
Briana Brownell
Jared Cechanowicz
Carl Gutwin
30 Project Knowledge Management While Simply Playing! Gaming Mechanics In Project Knowledge Management Systems
593(22)
Silvia Schacht
Alexander Maedche
31 How Gamification Can Help Companies To Become More Sustainable: A Case Study On Ride Sharing
615(22)
Stefanie Huber
Konrad Ropke
32 Gamification-Supported Exploration And Practicing For Automotive User Interfaces And Vehicle Functions
637(26)
Stefan Diewald
Andreas Moller
Tobias Stockinger
Luis Roalter
Marion Koelle
Patrick Lindemann
Matthias Kranz
33 Application Of Game Thinking And Game Elements In New Joiner Induction And On-Boarding Process
663(10)
Anantkumar Malikaveetil
34 Gamification: The Measurement Of Benefits
673(16)
Keith Conley
Caitlin Donaldson
Index 689
Dr Torsten Reiners is Senior Lecturer in Logistics at the Curtin University, Australia. His research and teaching experiences are in the areas of operations research, but include instructional design, development of adaptive learning environments, distant collaboration, and mobile learning. His PhD Thesis is about adaptive learning material in the field of operations research. He participated in multiple projects to use 3D spaces for learning support; i.e. to improve the authenticity of learning in classes about production and simulation. He is project leader on a competitive grant from the Australian Office of Learning and Teaching (www.ndive-project.com) about developing a theoretical framework for authentic and immersive education with gamified elements.

Dr Lincoln C. Wood is a Senior Lecturer (operations and supply chain management) at Auckland University of Technology (New Zealand) and an Adjunct Research Fellow at Curtin Business School (Australia). He received the Council of Supply Chain Management Professionals (CSCMP) Young Researcher Award in 2009 in the USA and earned his PhD at the University of Auckland (New Zealand). After developing a strong interest in effective supply chain education, Dr Wood received the Outstanding Research Award at the International Higher Education Conference in 2010 and is now the Project co-Leader on a competitive grant from the Australian Office of Learning and Teaching (www.ndive-project.com). Dr Wood has published in leading international journals including Transportation Research Part B: Methodological, International Journal of Operations & Production Management, The Service Industries Journal, Journal of Performance of Constructed Facilities, and Habitat International.