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.
Do you have what it takes to be THE TIEBREAKER for your colleagues?
When did work become so serious? Who said it had to be? Imagine heading into a workplace where the fun is just as important as the work. What if you (yes you ) were the one who could unlock all of the fun for your colleagues? In The Tiebreaker, Rebecca Gibboney gives educators the scouting report on how to build a culture of gamification for professional learning. Filled with gamification examples, a game plan, and the keys to victory, the question remains...
Do you have what it takes to lead your team to victory? After all, you could be THE TIEBREAKER
Автор: Vladimir Geroimenko Название: Augmented Reality Games II ISBN: 3030156222 ISBN-13(EAN): 9783030156220 Издательство: Springer Рейтинг: Цена: 18294.00 р. Наличие на складе: Нет в наличии.
Описание: This is the second of two comprehensive volumes that provide a thorough and multi-faceted research into the emerging field of augmented reality games and consider a wide range of its major issues.
Описание: Playing Games in the School Library is a comprehensive resource for those looking to explore the use of game-based learning and gamification in the library setting.
Описание: In a time of ongoing pandemic when well-being is a priority this volume presents latest works across disciplines associated to Virtual Patients, Gamification and Simulation. Chapters herein present international perspectives with authors from around the globe contributing to this impactful third edition to the series following a 2014 Springer book on Technologies for Inclusive Well-Being and a 2017 Springer book Recent Advances in Technologies for Inclusive Well-Being. Digital technologies are pervasive in life and the contributions herein focus on specific attributes and situations, especially in training and treatment programmes spanning across ranges of diagnosis, conditions, ages, and targeted impacts. This volume purposefully does not cover all (even if that was possible) aspects on how virtual interactive space can align to statial computing, which in turn can align with related embodied entities (whatever the terms used e.g. Virtual, Augmented, Extended, Mixed Realities) along with AI, Deep Learning etc. It also doesn’t cover what some may refer to as ‘trendy terms’ such as 360 degree, video, WebXR, cryptocurrency, blockchain, virtual goods, AR museums, travel and teleportation…however, what is covered in this book, and the prior volumes it builds upon (as above), is a sharing and questioning of advancing technologies for inclusive well-being through research and practices from an avant-garde perspective.
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.
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
Автор: Sironi Paolo Название: Fintech Innovation ISBN: 1119226988 ISBN-13(EAN): 9781119226987 Издательство: Wiley Рейтинг: Цена: 5069.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: A survival guide for the FinTech era of banking FinTech Innovation examines the rise of financial technology and its growing impact on the global banking industry. Wealth managers are standing at the epicenter of a tectonic shift, as the balance of power between offering and demand undergoes a dramatic upheaval.
Автор: Sangkyun Kim; Kibong Song; Barbara Lockee; John Bu Название: Gamification in Learning and Education ISBN: 3319472828 ISBN-13(EAN): 9783319472829 Издательство: Springer Рейтинг: Цена: 12196.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:
This book explores the theoretical foundations of gamification in learning and education. It has become increasingly difficult to engage and motivate students. Gamification not only makes learning interesting, but also allows game players to solve problems and learn lessons through repeated attempts and failures. This 'positive failure' can motivate students to attempt a difficult mission. Chapters in this volume cover topics such as the definition and characteristics of gamification, gamification in learning and education, theories, research on gamification, framework, strategy, and cases.
Описание: The papers deal with a large spectrum of topics, including higher education, technology-enhanced solutions, user modelling, user grouping, gamification, educational games, MOOCs, e-learning, open educational resources, collaborative learning, student modelling, serious games, language analysis.
Описание: Over the past decade, the healthcare industry has adopted games as a powerful tool for promoting personal health and wellness. Utilizing principles of gamification to engage patients with positive reinforcement, these games promote stronger attention to clinical and self-care guidelines, and offer exciting possibilities for primary prevention.Targeting an audience of academics, researchers, practitioners, healthcare professionals, and even patients, the Handbook of Research on Holistic Perspectives in Gamification for Clinical Practices reviews current studies and empirical evidence, highlights critical principles of gamification, and fosters the increasing application of games at the practical, clinical level.
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