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Perspectives and Practices of Gamification, Mageswaran Sanmugam


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Автор: Mageswaran Sanmugam
Название:  Perspectives and Practices of Gamification
ISBN: 9781685078065
Издательство: Nova Science
Классификация:
ISBN-10: 1685078060
Обложка/Формат: Hardback
Страницы: 333
Вес: 0.48 кг.
Дата издания: 01.06.2022
Серия: Engineering
Язык: English
Размер: 229 x 152
Читательская аудитория: General (us: trade)
Ключевые слова: Technology: general issues
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Поставляется из: Англии
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.


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.
Наличие на складе: Есть у поставщика Поставка под заказ.

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.

The Tiebreaker: A Scouting Report on Building a Culture for Gamification in Professional Learning

Автор: Gibboney Rebecca
Название: The Tiebreaker: A Scouting Report on Building a Culture for Gamification in Professional Learning
ISBN: 1970133694 ISBN-13(EAN): 9781970133691
Издательство: Неизвестно
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Цена: 3171.00 р.
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Описание:

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

Augmented Reality Games II

Автор: Vladimir Geroimenko
Название: Augmented Reality Games II
ISBN: 3030156222 ISBN-13(EAN): 9783030156220
Издательство: Springer
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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.

Playing Games in the School Library: Developing Game-Based Lessons and Using Gamification Concepts

Автор: Sarah Pavey
Название: Playing Games in the School Library: Developing Game-Based Lessons and Using Gamification Concepts
ISBN: 1783305339 ISBN-13(EAN): 9781783305339
Издательство: Facet
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Цена: 9504.00 р.
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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.

Gamification: Concepts, Methodologies, Tools, and Applications, Vol 1

Автор: Irma
Название: Gamification: Concepts, Methodologies, Tools, and Applications, Vol 1
ISBN: 1668427168 ISBN-13(EAN): 9781668427163
Издательство: Mare Nostrum (Eurospan)
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Цена: 90852.00 р.
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Recent Advances in Technologies for Inclusive Well-Being: Virtual Patients, Gamification and Simulation

Автор: Brooks Anthony Lewis, Brahman Sheryl, Kapralos Bill
Название: Recent Advances in Technologies for Inclusive Well-Being: Virtual Patients, Gamification and Simulation
ISBN: 3030596109 ISBN-13(EAN): 9783030596101
Издательство: Springer
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Цена: 20733.00 р.
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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: 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
Fintech Innovation

Автор: Sironi Paolo
Название: Fintech Innovation
ISBN: 1119226988 ISBN-13(EAN): 9781119226987
Издательство: Wiley
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Цена: 5069.00 р.
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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.

Gamification in Learning and Education

Автор: Sangkyun Kim; Kibong Song; Barbara Lockee; John Bu
Название: Gamification in Learning and Education
ISBN: 3319472828 ISBN-13(EAN): 9783319472829
Издательство: Springer
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Цена: 12196.00 р.
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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.

Higher Education for All. From Challenges to Novel Technology-Enhanced Solutions

Автор: Cristea
Название: Higher Education for All. From Challenges to Novel Technology-Enhanced Solutions
ISBN: 3319979337 ISBN-13(EAN): 9783319979335
Издательство: Springer
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Цена: 6097.00 р.
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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.

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: 1946444278 ISBN-13(EAN): 9781946444271
Издательство: Неизвестно
Цена: 6796.00 р.
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Handbook of Research on Holistic Perspectives in Gamification for Clinical Practice

Автор: Novak Daniel, Tulu Bengisu, Brendryen Havar
Название: Handbook of Research on Holistic Perspectives in Gamification for Clinical Practice
ISBN: 1466695226 ISBN-13(EAN): 9781466695221
Издательство: Mare Nostrum (Eurospan)
Цена: 49480.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

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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