서지주요정보
Gamification in Education and Business
서명 / 저자 Gamification in Education and Business [electronic resource] / edited by Torsten Reiners, Lincoln C. Wood.
저자명 Reiners, Torsten. editor. ; Wood, Lincoln C. editor.
단체명 SpringerLink (Online service)
발행사항 Cham : Springer International Publishing : Imprint: Springer, 2015.
Online Access 라이센스 없음

서지기타정보

서지기타정보
ISBN 9783319102085
기타 표준번호 10.1007/978-3-319-10208-5
청구기호 HB144
형태사항 LIV, 710 p. 189 illus., 106 illus. in color. online resource.
언어 English
내용 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 and 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詮�cation: Requirements and Gami詮�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.
주제 Game theory.
Educational technology.
Economics.
Game Theory.
Game Theory, Economics, Social and Behav. Sciences.
Educational Technology.
보유판 및 특별호 저록 Springer eBooks
Printed edition: 9783319102078
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