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Book Can Gamification Close the Engagement Gap of Generation Y

Download or read book Can Gamification Close the Engagement Gap of Generation Y written by Avo Schönbohm and published by Logos Verlag Berlin GmbH. This book was released on 2014 with total page 130 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gaming engages. How can employment become more attractive and fun? Only 16% of German employees are fully engaged and willing to go `the extra mile' for their company. This perceived engagement gap - which is aggravated by the new work ethics of Generation Y - offers a significant case for value creation and strategic opportunities for companies worldwide. This book analyses the question of whether gamification has the potential to close this engagement gap. It offers a literature review of the emerging topic and creatively and critically develops new ideas. Data from a pilot study on the digital startup sector in Berlin shows a positive impact of gamification on employee engagement. This informative work is directed at people interested in new business trends, business students, gamification researchers and human resources practitioners.

Book The Gamification of Work

Download or read book The Gamification of Work written by Emmanuelle Savignac and published by John Wiley & Sons. This book was released on 2017-02-21 with total page 212 pages. Available in PDF, EPUB and Kindle. Book excerpt: Despite the traditional opposition between play and work, games and their structure are increasingly used in workplaces. This phenomenon of using game elements or mechanisms in other contexts than games is named “gamification”. In workplaces, the gamification is supposed to abolish the separation between work and leisure or between constraint and pleasure. This book reviews a century of game theories in the social sciences and analyzes the uses of games in workplaces. We critically question the explicit functions (learning, experimentation…) which are supposed to be conveyed by games. Finally, we show that game, understood as a structure, could have efficient social functions in the workplace.

Book Talent Management Innovations in the International Hospitality Industry

Download or read book Talent Management Innovations in the International Hospitality Industry written by Stefan Jooss and published by Emerald Group Publishing. This book was released on 2021-07-27 with total page 208 pages. Available in PDF, EPUB and Kindle. Book excerpt: Talent Management Innovations in the International Hospitality Industry explores a wide range of subjects within the talent management field, including employer branding, creative talent, talent pools, and mentoring initiatives, along with a focus on talent identification, development, and retention.

Book The Kids are Alright

Download or read book The Kids are Alright written by John C. Beck and published by Harvard Business Press. This book was released on 2006-11-01 with total page 228 pages. Available in PDF, EPUB and Kindle. Book excerpt: Think video games are kids’ stuff? Think again. According to authors John C. Beck and Mitchell Wade all those hours immersed in game culture have created masses of employees with unique attributes. This new generation that’s ninety-million strong has an amazing ability to multitask, solves problems creatively, and brings unexpected leadership to the table. But to tap these skills, we need to understand and appreciate the different ways gamers think and behave. The Kids Are Alright dispels common myths about gamers and reveals them as committed, team-oriented people who play to win.

Book Citizen Science for Future Generations

Download or read book Citizen Science for Future Generations written by Reuven Yosef and published by Frontiers Media SA. This book was released on 2022-03-02 with total page 145 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Marketing 5 0

Download or read book Marketing 5 0 written by Philip Kotler and published by John Wiley & Sons. This book was released on 2021-01-22 with total page 224 pages. Available in PDF, EPUB and Kindle. Book excerpt: Rediscover the fundamentals of marketing from the best in the business In Marketing 5.0, the celebrated promoter of the “Four P’s of Marketing,” Philip Kotler, explains how marketers can use technology to address customers’ needs and make a difference in the world. In a new age when marketers are struggling with the digital transformation of business and the changing behavior of customers, this book provides marketers with a way to integrate technological and business model evolution with the dramatic shifts in consumer behavior that have happened in the last decade. Following the pattern presented in his bestselling Marketing X.0 series, Philip Kotler covers the crucial topics necessary to understand modern marketing, including: · Artificial Intelligence for marketing automation · Agile marketing · “Segments of one” marketing · Contextual technology · Facial recognition and voice tech for marketing · The future of Customer Experience (CX) · Transmedia storytelling · The “Whatever-Whenever-Wherever” service delivery · “Everything-As-A-Service” business model · Internet of Things and blockchain for marketing · Virtual and augmented reality marketing · Corporate activism Perfect for traditional and digital marketers, as well as students and teachers of marketing and business, Marketing 5.0 reinvigorates the field of marketing with actionable recommendations and unique insights.

Book Gamification Mindset

Download or read book Gamification Mindset written by Ole Goethe and published by Springer. This book was released on 2019-06-17 with total page 138 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores how gamification techniques are used to leverage users’ natural desires for achievement, competition, collaboration, learning and more. Compared to other books on this topic, it gives more than just an introduction and develops the readers understanding through frameworks and models, based on research to make it easier to develop gamified systems. The concept of gamification achieved increased popularity in 2010 when a number of softwares and services started explaining their products as a ‘gamification’ design. Gamification Mindset explains how game elements and mechanics are important, how video games are learning systems and examines how video game aesthetics are vital in the development of gamification. The book will challenge some common beliefs when it comes to gamifications’ abilities to immerse and change the user’s intrinsic and extrinsic motivations. Gamification Mindset aims to develop new models in gamification to enable easier gamification scenarios. It is a comprehensive analysis and discussion about gamification and serves as a useful tool, since it acquaints readers with gamification and how to use it, through illustrated practical theoretical models. Academic researchers, students, educators and professional game and gamification designers will find this book invaluable.

Book Motivating Others

    Book Details:
  • Author : Johnmarshall Reeve
  • Publisher : Allyn & Bacon
  • Release : 1996
  • ISBN :
  • Pages : 292 pages

Download or read book Motivating Others written by Johnmarshall Reeve and published by Allyn & Bacon. This book was released on 1996 with total page 292 pages. Available in PDF, EPUB and Kindle. Book excerpt: Motivating Others focuses on helping teachers to encourage and nurture their students' natural motivation. With its constructivist, humanistic approach, this book presents theoretical rationale as well as practical 'how-to' applications within a clear, conceptual, organizational framework for the study of motivation.

Book Gamify

    Book Details:
  • Author : Biran Burke
  • Publisher : Routledge
  • Release : 2016-10-14
  • ISBN : 1351861778
  • Pages : 136 pages

Download or read book Gamify written by Biran Burke and published by Routledge. This book was released on 2016-10-14 with total page 136 pages. Available in PDF, EPUB and Kindle. Book excerpt: Organizations are facing an engagement crisis. Regardless if they are customers, employees, patients, students, citizens, stakeholders, organizations struggle to meaningfully engage their key constituent groups who have a precious and limited resource: their time. Not surprisingly, these stakeholders have developed deflector shields to protect themselves. Only a privileged few organizations are allowed to penetrate the shield, and even less will meaningfully engage. To penetrate the shield, and engage the audience, organizations need an edge. Gamification has emerged as a way to gain that edge and organizations are beginning to see it as a key tool in their digital engagement strategy. While gamification has tremendous potential to break through, most companies will get it wrong. Gartner predicts that by 2014, 80% of current gamified applications will fail to meet business objectives primarily due to poor design. As a trend, gamification is at the peak of the hype cycle; it has been oversold and it is broadly misunderstood. We are heading for the inevitable fall. Too many organizations have been led to believe that gamification is a magic elixir for indoctrinating the masses and manipulating them to do their bidding. These organizations are mistaking people for puppets, and these transparently cynical efforts are doomed to fail. This book goes beyond the hype and focuses on the 20% that are getting it right. We have spoken to hundreds of leaders in organizations around the world about their gamification strategies and we have seen some spectacular successes. The book examines some of these successes and identifies the common characteristics of these initiatives to define the solution space for success. It is a guide written for leaders of gamification initiatives to help them avoid the pitfalls and employ the best practices, to ensure they join the 20% that gets it right. Gamify shows gamification in action: as a powerful approach to engaging and motivating people to achieving their goals, while at the same time achieving organizational objectives. It can be used to motivate people to change behaviors, develop skills, and drive innovation. The sweet spot for gamification objectives is the space where the business objectives and player objectives are aligned. Like two sides of the same coin, player and business goals may outwardly appear different, but they are often the same thing, expressed different ways. The key to gamification success is to engage people on an emotional level and motivating them to achieve their goals.

Book Learning and Development

Download or read book Learning and Development written by Rebecca Page-Tickell and published by Kogan Page Publishers. This book was released on 2018-08-03 with total page 265 pages. Available in PDF, EPUB and Kindle. Book excerpt: In today's complex, uncertain and ambiguous business environment, it is essential to develop a workforce's capabilities, skills and competencies to ensure continued organizational success. Learning and Development is a practical guide to the fundamental principles of designing and delivering training and L&D programmes effectively in any size of organization. It demonstrates how to link learning to strategic business goals and explores both the benefits and complexities associated with L&D. Using a combination of practical diagnostic tools, scenarios and case studies, this essential introduction builds knowledge in areas including identifying L&D needs, selecting the most appropriate types of intervention and the processes of measurement and evaluation. This updated second edition of Learning and Development covers the latest trends and developments in the field, such as e-learning, gamification and Massive Open Online Courses (MOOCs), as well as new material on learning measurement and additional international case studies. Online resources include extended case studies, an annotated literature review and self-evaluation tools to support readers in understanding where they are and how to develop their capabilities. The HR Fundamentals are a series of succinct, practical guides for students and those in the early stages of their HR careers. They are endorsed by the Chartered Institute of Personnel and Development (CIPD), the UK professional body for HR and people development, which has over 145,000 members worldwide.

Book Rethinking Pedagogy for a Digital Age

Download or read book Rethinking Pedagogy for a Digital Age written by and published by Routledge. This book was released on 2013-04-17 with total page 352 pages. Available in PDF, EPUB and Kindle. Book excerpt: Through a critical discussion of the issues surrounding the design, sharing and reuse of learning activities, the second edition of Rethinking Pedagogy for a Digital Age examines a wide range of perspectives on effectively designing and delivering learning activities to ensure that future development is pedagogically sound, learner-focused, and accessible. This powerful book: • examines the reality of design in practice • shares tools and resources to guide practice • analyses design within complex systems • discusses the influence of open resources on design • includes design principles for mobile learning • explores practitioner development in course teams • presents scenarios for design for learning in an uncertain future Illustrated by case studies from across disciplines and supported by a helpful appendix of tools and resources for researchers, practitioners and teachers, the second edition of Rethinking Pedagogy for a Digital Age is an essential guide to designing for 21st Century learning.

Book Gamification for Tourism

Download or read book Gamification for Tourism written by Feifei Xu and published by Channel View Publications. This book was released on 2021 with total page 304 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book examines the cutting-edge concept of gamification in tourism. It provides a theoretical foundation for tourism gamification and discusses the concepts of gaming and gamification and their application in the tourism and hospitality industry. The chapters offer valuable insights by showcasing examples of best practice from different countries and addressing key issues of game mechanism and game design principles. They focus on areas such as game design elements, game player types and their motivation, location-based games, augmented reality and virtual reality games. The volume will be useful for students and researchers in tourism marketing, digital tourism, smart tourism and tourism futures. It also serves as a helpful tool for tourism industry practitioners looking to increase customer engagement, enhance loyalty and raise brand awareness.

Book Human Resource Management

Download or read book Human Resource Management written by Jean Phillips and published by SAGE Publications. This book was released on 2018-01-15 with total page 528 pages. Available in PDF, EPUB and Kindle. Book excerpt: Formerly published by Chicago Business Press, now published by Sage Using a combination of knowledge acquisition and personal development, Human Resource Management: An Applied Approach is designed to prepare future HRM managers to effectively utilize HRM strategies to not only advance their own careers, but also support the growth and development of those they manage. Author Jean Phillips adopts an engaging approach, encouraging students to take action and create a lasting impact in the field of HRM that goes beyond theoretical learning.

Book Measuring User Engagement

Download or read book Measuring User Engagement written by Mounia Lalmas and published by Springer Nature. This book was released on 2022-05-31 with total page 116 pages. Available in PDF, EPUB and Kindle. Book excerpt: User engagement refers to the quality of the user experience that emphasizes the positive aspects of interacting with an online application and, in particular, the desire to use that application longer and repeatedly. User engagement is a key concept in the design of online applications (whether for desktop, tablet or mobile), motivated by the observation that successful applications are not just used, but are engaged with. Users invest time, attention, and emotion in their use of technology, and seek to satisfy pragmatic and hedonic needs. Measurement is critical for evaluating whether online applications are able to successfully engage users, and may inform the design of and use of applications. User engagement is a multifaceted, complex phenomenon; this gives rise to a number of potential measurement approaches. Common ways to evaluate user engagement include using self-report measures, e.g., questionnaires; observational methods, e.g. facial expression analysis, speech analysis; neuro-physiological signal processing methods, e.g., respiratory and cardiovascular accelerations and decelerations, muscle spasms; and web analytics, e.g., number of site visits, click depth. These methods represent various trade-offs in terms of the setting (laboratory versus ``in the wild''), object of measurement (user behaviour, affect or cognition) and scale of data collected. For instance, small-scale user studies are deep and rich, but limited in terms of generalizability, whereas large-scale web analytic studies are powerful but negate users' motivation and context. The focus of this book is how user engagement is currently being measured and various considerations for its measurement. Our goal is to leave readers with an appreciation of the various ways in which to measure user engagement, and their associated strengths and weaknesses. We emphasize the multifaceted nature of user engagement and the unique contextual constraints that come to bear upon attempts to measure engagement in different settings, and across different user groups and web domains. At the same time, this book advocates for the development of ``good'' measures and good measurement practices that will advance the study of user engagement and improve our understanding of this construct, which has become so vital in our wired world.

Book Applications of Work Integrated Learning Among Gen Z and Y Students

Download or read book Applications of Work Integrated Learning Among Gen Z and Y Students written by Gerhardt, Trevor and published by IGI Global. This book was released on 2021-04-02 with total page 345 pages. Available in PDF, EPUB and Kindle. Book excerpt: It has become evident within higher education and within (or in partnership with) the workplace that there is a growing demand for an integration of learning within the workplace. Formal and intentional models and processes utilizing experiential learning methods and pedagogy are often referred to as work integrated learning. However, there is a vast cross-conceptualization evident within the field between concepts such as work-related learning (WRL), workplace learning (WPL), work-based learning (WBL), work integrated learning (WIL), and experiential learning (EL). Furthermore, there are vast differences between different applications such as apprenticeships, higher degree apprenticeships (HDA), co-operative education (Coop), internships, placements, projects, sandwich courses, practicums, and more. There is a new focus on the impact of WIL on the future labor force, specifically of generations Z and Y. Applications of Work Integrated Learning Among Gen Z and Y Students presents educational and theoretical concepts related to WIL and Gen Z and Y students as a workforce. The chapters include coverage not only on these concepts, but in-depth research on the implications of WIL on these generations, educational themes in WIL, and WIL innovation. The topic of WIL and all its applications are covered in a global context and for all fields of work, focusing on the skills and expertise gained from the students of work-based learning along with insights on how work-based learning is implemented by teachers and educational administrations. This book is a valuable reference tool for in-service and preservice teachers, administrators, teacher educators, human resources and career development management, practitioners, stakeholders, researchers, academicians, and students interested in insight, theory, and practical examples of WIL from around the world and the impact these have within the workplace as related to generations Y and Z.

Book Gamification for Employee Engagement

Download or read book Gamification for Employee Engagement written by Akila Narayanan and published by Packt Publishing Ltd. This book was released on 2014-12-30 with total page 191 pages. Available in PDF, EPUB and Kindle. Book excerpt: If a positive and engaged team is important to you, get started with gamification now and discover how it could transform your workplace.

Book Social Media for Fashion Marketing

Download or read book Social Media for Fashion Marketing written by Wendy K. Bendoni and published by Bloomsbury Publishing. This book was released on 2020-08-06 with total page 273 pages. Available in PDF, EPUB and Kindle. Book excerpt: Social Media for Fashion Marketing uses cutting edge case studies and detailed interviews to show how the business of fashion is changing in the digital landscape. Bendoni (@BendoniStyle) also considers the psychological impact of being a hyper-connected consumer and the generational gaps in social media communication. Using academic research, alongside her 25 years of fashion marketing experience, Bendoni offers a clear picture of the changing narrative of storytelling, social confirmation, digital nesting and how to use data to shape a brand's online presence. With practical and critical thinking activities to hone your skills into professional practice, this is the ultimate guide to social marketing, promotion, SEO, branding and communication. Featured topics - Rules of Digital Storytelling - Rethinking Gamification - Strategic Digital Marketing - The Role of Citizen Journalists - The Social Media Looking Glass - World of Influencer Marketing - Visual Consumption Economy - Global Perspective of Social Media