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Rethinking gamification, 


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Цена: 3494.00р.
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При оформлении заказа до: 2026-05-11
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Название:  Rethinking gamification
ISBN: 9783957960009
Классификация:


ISBN-10: 3957960002
Обложка/Формат: Paperback
Страницы: 346
Вес: 0.55 кг.
Дата издания: 16.06.2014
Язык: English
Размер: 158 x 235 x 21
Читательская аудитория: General (us: trade)
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Поставляется из: США


Actionable Gamification: Beyond Points, Badges and Leaderboards

Автор: Chou Yu-Kai
Название: Actionable Gamification: Beyond Points, Badges and Leaderboards
ISBN: 1511744049 ISBN-13(EAN): 9781511744041
Издательство: Неизвестно
Цена: 3064.00 р.
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Описание: The new era of Gamification and Human-Focused Design optimizes for motivation and engagement over traditional Function-Focused Design. Within the industry, studies on game mechanics and behavioral psychology have become proliferate. However, few people understand how to merge the two fields into experience designs that reliably increases business metrics and generates a return on investment. Gamification Pioneer Yu-kai Chou takes readers on a journey to learn his sixteen years of obsessive research in creating the Octalysis Framework, and how to apply the framework to create engaging and successful experiences in their product, workplace, marketing, and personal lives.

Gamification-based e-learning strategies for computer programming education /

Автор: Queiros, Ricardo Alexandre Peixoto de,
Название: Gamification-based e-learning strategies for computer programming education /
ISBN: 1522510346 ISBN-13(EAN): 9781522510345
Издательство: Turpin
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Цена: 29568.00 р.
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Описание: Computer technologies are forever evolving and it is vital that computer science educators find new methods of teaching programming in order to maintain the rapid changes occurring in the field. One of the ways to increase student engagement and retention is by integrating games into the curriculum.Gamification-Based E-Learning Strategies for Computer Programming Education evaluates the different approaches and issues faced in integrating games into computer education settings. Featuring emergent trends on the application of gaming to pedagogical strategies and technological tactics, as well as new methodologies and approaches being utilized in computer programming courses, this book is an essential reference source for practitioners, researchers, computer science teachers, and students pursuing computer science.

Gamification in education :

Автор: Information Resources Management Association
Название: Gamification in education :
ISBN: 1522551980 ISBN-13(EAN): 9781522551980
Издательство: Turpin
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Цена: 49526.00 р.
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Описание: 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.

Game it up!

Автор: Folmar, David
Название: Game it up!
ISBN: 1442253347 ISBN-13(EAN): 9781442253346
Издательство: Rowman & Littlefield Publishers
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Цена: 19008.00 р.
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Описание: Discover how you can utilize game design techniques to involve patrons and motivate staff in your library. This practical primer will walk you through how to incorporate game thinking into bibliographic instruction, staff training, the online catalog, and more. Learn how you can gamify the library experience.

Gamification: A Practical Guide for Librarians

Автор: McMunn-Tetangco Elizabeth
Название: Gamification: A Practical Guide for Librarians
ISBN: 1442279133 ISBN-13(EAN): 9781442279131
Издательство: Rowman & Littlefield Publishers
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Цена: 14782.00 р.
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Описание: Gamification: A Practical Guide for Librarians discusses ways to incorporate gamification and game elements into various aspects of library services. Attention is given to instruction, assessment, setting goals, and working with outside stakeholders, among other topics.

Explore Like a Pirate: Gamification and Game-Inspired Course Design to Engage, Enrich and Elevate Your Learners

Автор: Matera Michael
Название: Explore Like a Pirate: Gamification and Game-Inspired Course Design to Engage, Enrich and Elevate Your Learners
ISBN: 0986155500 ISBN-13(EAN): 9780986155505
Издательство: Неизвестно
Цена: 3717.00 р.
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Gamification and Consumer Engagement: Creating Value in Context of ICT Development

Автор: Gatautis Rimantas, Banyte Jūrate, Vitkauskaite Elena
Название: Gamification and Consumer Engagement: Creating Value in Context of ICT Development
ISBN: 3030542076 ISBN-13(EAN): 9783030542078
Издательство: Springer
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Цена: 15855.00 р.
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Описание: In the context of rapid ICT development, this book focuses on how gamification affects consumer engagement and can be used to create a shared value for customers and companies.

For the Win, Revised and Updated Edition: The Power of Gamification and Game Thinking in Business, Education, Government, and Social Impact

Автор: Dan Hunter, Kevin Werbach
Название: For the Win, Revised and Updated Edition: The Power of Gamification and Game Thinking in Business, Education, Government, and Social Impact
ISBN: 1613631464 ISBN-13(EAN): 9781613631461
Издательство: Mare Nostrum (Eurospan)
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Цена: 6270.00 р.
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Описание:

"A QUICK BUT THOUGHTFUL LOOK INTO THE PROS AND CONS OF GAMIFICATION…."—Daniel H. Pink, Author, Drive
Why can't life—and business—be fun?
For thousands of years, we've created things called games that tap the tremendous psychic power of fun. In a revised and updated edition of For the Win: The Power of Gamification and Game Thinking in Business, Education, Government, and Social Impact, authors Kevin Werbach and Dan Hunter argue that applying the lessons of gamification could change your business, the way you learn or teach, and even your life.
Werbach and Hunter explain how games can be used as a valuable tool to address serious pursuits like marketing, productivity enhancement, education, innovation, customer engagement, human resources, and sustainability. They reveal how, why, and when gamification works—and what not to do.
Discover the successes—and failures—of organizations that are using gamification:
How a South Korean company called Neofect is using gamification to help people recover from strokes;How a tool called SuperBetter has demonstrated significant results treating depression, concussion symptoms, and the mental health harms of the COVID-19 pandemic through game thinking; How the ride-hailing giant Uber once used gamification to influence their drivers to work longer hours than they otherwise wanted to, causing swift backlash.
The story of gamification isn't fun and games by any means. It's serious. When used carefully and thoughtfully, gamification produces great outcomes for users, in ways that are hard to replicate through other methods. Other times, companies misuse the "guided missile" of gamification to have people work and do things in ways that are against their self-interest.
This revised and updated edition incorporates the most prominent research findings to provide a comprehensive gamification playbook for the real world.

Perspectives and Practices of Gamification

Автор: Mageswaran Sanmugam
Название: Perspectives and Practices of Gamification
ISBN: 1685078060 ISBN-13(EAN): 9781685078065
Издательство: Nova Science
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Цена: 32312.00 р.
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Описание: This book discusses the concept of gamification in a comprehensive and in-depth manner through an emphasis on its perspectives and practices in the field of education. Much effort has been expended to present the reader with comprehensive discussions about gamification from the kindergarten level to the tertiary level of education. As a result, this book serves as a comprehensive resource for anyone interested in learning more about the concept of gamification. This books chapters are separated into two categories, namely: (i) concept article and (ii) research article. The authors of each chapter made every attempt to be accessible and appropriate to the majority of interested parties, such as prospective teachers and researchers. Readers will be able to delve into the theories that underpin the concept of gamification in each concept article, including Game Theory, definitions, and gamification features. The basic concepts mentioned show that this book is appropriate for all levels of readers, whether they are new to gamification or have been active in gamification-related studies for a long time. Furthermore, several chapters discuss gamification-related review studies, allowing the reader to see the most recent research trends as well as research gaps that can be explored for further study. The discussion in the research articles is primarily focused on the development of a product, such as games and modules, and their implementation. At the start of each of these research articles, the author focused on current issues that prompted the development of the product. Following that, the reader will be introduced to theories and models pertinent to the products development. Discussions on data analysis and conclusions for each chapter were detailed and in-depth, based on evidence and credible reference sources. We wish the readers a pleasant reading experience while reading this book. We hope that the book will assist readers in solidifying their understanding of gamification and putting it into practice. Furthermore, we hope that this book will serve as a catalyst for readers to explore other areas of gamification.

Gamification and Artificial Intelligence during COVID-19: Case Studies in Health and Education

Автор: Carmen Bueno Munoz, Jose Angel Lopez Sanchez, Luis R. Murillo Zamorano
Название: Gamification and Artificial Intelligence during COVID-19: Case Studies in Health and Education
ISBN: 3631869878 ISBN-13(EAN): 9783631869871
Издательство: Peter Lang
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Цена: 4851.00 р.
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Описание:

The health emergency caused by COVID-19 has been a global challenge. During this period, it was necessary to quickly develop solutions that were able to cope with the pandemic and help mitigate the effects that the new coronavirus was causing in many sectors. This book analyzes how gamification and artificial intelligence (AI) have been used during the COVID-19 pandemic in health and education. To this end, a review of the main applications of gamification and AI during this period is made. We also analyze four cases framed in health care and education in which both resources, gamification and AI, are combined and their usefulness in the context characterized by COVID-19 is analyzed. Finally, some of the ethical issues surrounding gamification and AI in this scenario are examined.

Gamification for Innovators and Entrepreneurs: Using Games to Drive Innovation and Facilitate Learning

Автор: Henning Breuer, John Bessant, Sune Gudiksen
Название: Gamification for Innovators and Entrepreneurs: Using Games to Drive Innovation and Facilitate Learning
ISBN: 3110725541 ISBN-13(EAN): 9783110725544
Издательство: Walter de Gruyter
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Цена: 6499.00 р.
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Описание:

Gamification for Innovators and Entrepreneurs is about an exciting, still emerging superpower. One that empowers you to use, repurpose and create games that will help solve the great societal and organisational challenges that companies, startups and nonprofits are facing today – games that are explicitly designed and can be iteratively improved to engage stakeholders, facilitate experimentation and actually drive innovation.

What makes gamification a superpower is its use of powerful methods and techniques from diverse disciplines and traditions – like futures studies, user experience, agile management, design thinking or business design – in a new, action-oriented and engaging framework. Each game world is a safe, playful space, where groups are free to experiment in innovative and inclusive forms of collaboration.

Gamification for Innovators and Entrepreneurs builds on insights and knowledge from over 150 leading experts in the field. It provides a rich collection of materials for innovators, entrepreneurs and game designers that allows you to dive deep into innovation and entrepreneurship, into games and gamification. You can build on 36 gamification design patterns – like dilemma solving, experiential learning, innovation markets and storytelling – and use a game design canvas to create your own innovation games. Or you can customize some of the 70+ games featured in the book that are already in use by innovators, entrepreneurs and professional trainers. Additional resources are provided for teachers and game facilitators.

The superpower of gamification does not yield simplistic solutions – but the resources from Gamification for Innovators and Entrepreneurs will provide you with the means and the confidence to tackle some of the great challenges we are all facing today.

  • An easily accessible and comprehensive overview on gamification and games in the context of innovation and entrepreneurship
  • Draws on several collaborative research projects involving partners such as Lego, Deutsche Telekom, Lufthansa Systems, 3M, Danske Bank, and Nokia Systems.
  • Extensive experience of the authors in the facilitation of games, their role as an enabler of learning and their potential to facilitate transformation.
  • 36 reusable gamification design patterns, a five-step process and a game design canvas to create one’s own innovation games
  • Summaries and references of more than 70+ customizable games that are already in use by innovators, entrepreneurs and professional trainers
  • Educational materials for teachers, trainers and game facilitators
Dream lovers

Автор: Bown, Alfie
Название: Dream lovers
ISBN: 0745344879 ISBN-13(EAN): 9780745344874
Издательство: Неизвестно
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Цена: 3364.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: How (and why) are new technologies radically reshaping our desires?


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