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Book Even Ninja Monkeys Like to Play

Download or read book Even Ninja Monkeys Like to Play written by Andrzej Marczewski and published by Createspace Independent Publishing Platform. This book was released on 2015-08-16 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: A guide to using gamification and game thinking to create engaging experiences for people. This book takes you on journey through the theories on which gamification is built, onto practical advice for building gamified solutions. "A book that dances in the space where psychology and game design meet, offering practical guidance to gamification - all tied together with Andrzej's best-in-class categorisation of what works most appropriately for whom." -- Dr Richard Bartle, Professor of Game Design at the University of Essex, Author of "Designing Virtual Worlds" Andrzej Marczewski's book "Even Ninja Monkeys Like To Play" gives extraordinary and important knowledge upon the topic of gamification and game thinking strategies. It is a must read for anyone having a beginning interest or even for veterans of the topic. It provides more than a base of information for anyone to pick it up and understand the topic more deeply. -- Dr. Anthony Bean, Ph.D., Video Game Expert and Researcher

Book Game Thinking

    Book Details:
  • Author : Amy Jo Kim
  • Publisher : Gamethinking.IO
  • Release : 2018-05-25
  • ISBN : 9780999788547
  • Pages : 214 pages

Download or read book Game Thinking written by Amy Jo Kim and published by Gamethinking.IO. This book was released on 2018-05-25 with total page 214 pages. Available in PDF, EPUB and Kindle. Book excerpt: During her time working on genre-defining games like The Sims, Rock Band, and Ultima Online, Amy Jo learned that customers stick with products that help them get better at something they care about, like playing an instrument or leading a team. Amy Jo has used her insights from gaming to help hundreds of companies like Netflix, Disney, The New York Times, Ubisoft and Happify innovate faster and smarter, and drive long-term engagement.

Book Gamification  A Simple Introduction

Download or read book Gamification A Simple Introduction written by Andrzej Marczewski and published by Andrzej Marczewski. This book was released on 2013 with total page 33 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book How to Be a Productivity Ninja

Download or read book How to Be a Productivity Ninja written by Graham Allcott and published by Productivity Ninja. This book was released on 2019-01-03 with total page 368 pages. Available in PDF, EPUB and Kindle. Book excerpt: World-leading productivity expert Graham Allcott's businessbible is given a complete update for 2019. Do you waste too much time on your phone? Scroll throughTwitter or Instagram when you should be getting down to your real tasks? Isyour attention easily distracted? We've got the solution: The Way of theProductivity Ninja. In the age of information overload, traditional timemanagement techniquessimply don't cut it anymore. Using techniques includingRuthlessness, Mindfulness, Zen-like Calm and Stealth & Camouflage, this fullyrevised new edition of How to be a Productivity Ninjaoffers a fun andaccessible guide to working smarter, getting more done and learning to love whatyou do again.

Book Novel   Intelligent Digital Systems  Proceedings of the 2nd International Conference  NiDS 2022

Download or read book Novel Intelligent Digital Systems Proceedings of the 2nd International Conference NiDS 2022 written by Akrivi Krouska and published by Springer Nature. This book was released on 2022-09-22 with total page 410 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book summarizes the research findings presented at the 2nd International Conference on Novel & Intelligent Digital Systems (NiDS 2022). NiDS 2022 was implemented virtually due to COVID-19 restrictions, on September 29-30, 2022, under the auspices of the Institute of Intelligent Systems. NiDS lays special emphasis on the novelties of intelligent systems and on the interdisciplinary research which enables, supports, and enhances artificial intelligence (AI) in software development. It promotes high-quality research, creating a forum for the exploration of challenges and new advances in AI, and addresses experts, researchers, and scholars in the fields of artificial and computational intelligence in systems and in computer sciences in general, enabling them to learn more about pertinent, strongly related, and mutually complementary fields. The conference promotes an exchange of ideas, reinforcing and expanding the network of researchers, academics, and market representatives.

Book Educating for a New Future  Making Sense of Technology Enhanced Learning Adoption

Download or read book Educating for a New Future Making Sense of Technology Enhanced Learning Adoption written by Isabel Hilliger and published by Springer Nature. This book was released on 2022-09-05 with total page 670 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the proceedings of the 17th European Conference on Technology Enhanced Learning, EC-TEL 2022, held in Toulouse, France, in September 2022. The 30 research papers and 31 demo and poster papers presented in this volume were carefully reviewed and selected from 109 submissions. Chapter “Learners’ Strategies in Interactive Sorting Tasks” is available open access under a CC BY 4.0 license.

Book Digital Learning  Teaching and Assessment for HE and FE Practitioners

Download or read book Digital Learning Teaching and Assessment for HE and FE Practitioners written by Daniel Scott and published by Critical Publishing. This book was released on 2022-04-18 with total page 244 pages. Available in PDF, EPUB and Kindle. Book excerpt: An accessible, practical and up-to-date book on digital learning and teaching, relevant for all those involved in teaching and assessment in higher and further education (HE and FE), whatever your academic or vocational specialism. It is essential reading for HE or FE practitioners, or those undertaking level 3, 4 and 5 qualifications in Education and Training, Postgraduate Certificates in Education (PGCEs), Certificates in Education (CertEds) and Postgraduate Certificates in Academic Practice (PGCAPs), as well as those in learning technologist roles. The impact of the Covid-19 pandemic has highlighted the importance of understanding and developing your digital capabilities as a basic competence in order to embrace current digital technologies and pedagogies to improve student outcomes. This book provides you with the practical knowledge and skills required to source and apply technology enhanced learning, teaching and assessment (TELTA) and adapt traditional learning and teaching materials and approaches for an online environment. It is designed around each aspect of the teaching and training cycle – identifying needs, planning and designing, delivering and facilitating, assessing and evaluating – and also includes: • how to build a positive and effective relationship with digital technology; • guidance on topics such as selecting appropriate digital technologies and creating digital and online activities, resources and assessments; • an emphasis on digital well-being and accessibility issues, and digital leadership; • ways of keeping up to date and continuing professional development.

Book Handbook of Research on Gamification Dynamics and User Experience Design

Download or read book Handbook of Research on Gamification Dynamics and User Experience Design written by Bernardes, Oscar and published by IGI Global. This book was released on 2022-05-20 with total page 541 pages. Available in PDF, EPUB and Kindle. Book excerpt: In today’s digital society, organizations must utilize technology in order to engage their audiences. Innovative game-like experiences are an increasingly popular way for businesses to interact with their customers; however, correctly implementing this technology can be a difficult task. To ensure businesses have the appropriate information available to successfully utilize gamification in their daily activities, further study on the best practices and strategies for implementation is required. The Handbook of Research on Gamification Dynamics and User Experience Design considers the importance of gamification in the context of organizations’ improvements and seeks to investigate game design from the experience of the user by providing relevant academic work, empirical research findings, and an overview of the field of study. Covering topics such as digital ecosystems, distance learning, and security awareness, this major reference work is ideal for policymakers, technology developers, managers, government officials, researchers, scholars, academicians, practitioners, instructors, and students.

Book Persuasive Technology  Development of Persuasive and Behavior Change Support Systems

Download or read book Persuasive Technology Development of Persuasive and Behavior Change Support Systems written by Harri Oinas-Kukkonen and published by Springer. This book was released on 2019-04-03 with total page 374 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 14th International Conference on Persuasive Technology, PERSUASIVE 2019, held in Limassol, Cyprus, in April 2019. The 29 full papers presented were carefully reviewed and selected from 79 submissions. The papers demonstrate how persuasive technologies can help solve societal issues. They were subsequently grouped in the following topical sections: Terminologies and methodologies; self-monitoring and reflection; systems development process; drones and automotives; ethical and legal aspects; special application domains; motivation and goal setting; personality, age and gender; social support; user types and tailoring.

Book Exploring the Convergence of Computer and Medical Science Through Cloud Healthcare

Download or read book Exploring the Convergence of Computer and Medical Science Through Cloud Healthcare written by Queirós, Ricardo and published by IGI Global. This book was released on 2022-09-09 with total page 306 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital technologies are currently dramatically changing healthcare. Cloud healthcare is an increasingly trending topic in the field, converging skills from computer and health science. This new strategy fosters the management of health data at a large scale and makes it easier for healthcare organizations to improve patient experience and health team productivity while helping the support, security, compliance, and interoperability of health data. Exploring the Convergence of Computer and Medical Science Through Cloud Healthcare is a reference in the ongoing digital transformation of the healthcare sector. It presents a comprehensive state-of-the-art approach to cloud internet of things health technologies and practices. It provides insights over strategies, methodologies, techniques, tools, and services based on emerging cloud digital health solutions to overcome digital health challenges. Covering topics such as auxiliary systems, the internet of medical things, and natural language processing, this premier reference source is an essential resource for medical professionals, hospital administrators, medical students, medical professors, libraries, researchers, and academicians.

Book Games and Learning Alliance

Download or read book Games and Learning Alliance written by Kristian Kiili and published by Springer Nature. This book was released on 2022-11-22 with total page 356 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 11th International Conference on Games and Learning Alliance, GALA 2022, held in Tampere, Finland, in November/December 2022. The 27 full papers and 9 short papers were carefully reviewed and selected from 61 submissions. The papers cover a broad spectrum of topics: Serious Games and Game Design; Serious Games for Instruction; Serious Game for Digital Literacy and Numeracy; Novel Approaches and Application Domains; Taxonomies and Evaluation Frameworks.

Book HCI International 2021   Posters

Download or read book HCI International 2021 Posters written by Constantine Stephanidis and published by Springer Nature. This book was released on 2021-07-03 with total page 665 pages. Available in PDF, EPUB and Kindle. Book excerpt: The three-volume set CCIS 1419, CCIS 1420, and CCIS 1421 contains the extended abstracts of the posters presented during the 23rd International Conference on Human-Computer Interaction, HCII 2021, which was held virtually in July 2021. The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The posters presented in these three volumes are organized in topical sections as follows: Part I: ​HCI theory and methods; perceptual, cognitive and psychophisiological aspects of interaction; designing for children; designing for older people; design case studies; dimensions of user experience; information, language, culture and media. Part II: ​interaction methods and techniques; eye-tracking and facial expressions recognition; human-robot interaction; virtual, augmented and mixed reality; security and privacy issues in HCI; AI and machine learning in HCI. Part III: ​interacting and learning; interacting and playing; interacting and driving; digital wellbeing, eHealth and mHealth; interacting and shopping; HCI, safety and sustainability; HCI in the time of pandemic.

Book HCI International 2023 Posters

Download or read book HCI International 2023 Posters written by Constantine Stephanidis and published by Springer Nature. This book was released on 2023-07-08 with total page 575 pages. Available in PDF, EPUB and Kindle. Book excerpt: The five-volume set CCIS 1832-1836 contains the extended abstracts of the posters presented during the 25th International Conference on Human-Computer Interaction, HCII 2023, which was held as a hybrid event in Copenhagen, Denmark, in July 2023. The total of 1578 papers and 396 posters included in the 47 HCII 2023 proceedings volumes were carefully reviewed and selected from the 7472 contributions.The posters presented in these five volumes are organized in topical sections as follows: Part I: ​HCI Design: Theoretical Approaches, Methods and Case Studies; Multimodality and Novel Interaction Techniques and Devices; Perception and Cognition in Interaction; Ethics, Transparency and Trust in HCI; User Experience and Technology Acceptance Studies.Part II: Supporting Health, Psychological Wellbeing, and Fitness; Design for All, Accessibility and Rehabilitation Technologies; Interactive Technologies for the Aging Population.Part III: ​Interacting with Data, Information and Knowledge; Learning and Training Technologies; Interacting with Cultural Heritage and Art.Part IV: ​Social Media: Design, User Experiences and Content Analysis; Advances in eGovernment Services; eCommerce, Mobile Commerce and Digital Marketing: Design and Customer Behavior; Designing and Developing Intelligent Green Environments; (Smart) Product Design.Part V: ​Driving Support and Experiences in Automated Vehicles; eXtended Reality: Design, Interaction Techniques, User Experience and Novel Applications; Applications of AI Technologies in HCI.

Book Handbook of Research on Using Motor Games in Teaching and Learning Strategy

Download or read book Handbook of Research on Using Motor Games in Teaching and Learning Strategy written by Gil-Madrona, Pedro and published by IGI Global. This book was released on 2022-05-06 with total page 511 pages. Available in PDF, EPUB and Kindle. Book excerpt: Motor games are incredibly useful in enhancing education and developing critical skills; they can entertain, produce pleasant emotions, improve moods, and increase the level of relationships. Motor games allow social, emotional, and cognitive development as well as the acquisition of motor skills such as knowledge and mastery of body, postural control and adjustment, and improvement of coordination. However, it is essential to select the appropriate game for each context to achieve the desired learning in all students. Further research on the opportunities, challenges, and future directions of motor games in education is necessary to successfully implement them. The Handbook of Research on Using Motor Games in Teaching and Learning Strategy presents significant advances in motor game education and collects research evidence that uncovers the certainties and testifies to the educational power of motor games in various situations and specific contexts that promote the learning of participants. Covering topics such as emotional physical education and educational mediation, this major reference work is ideal for researchers, academicians, educators, practitioners, and students.

Book Advances in Human Factors in Wearable Technologies and Game Design

Download or read book Advances in Human Factors in Wearable Technologies and Game Design written by Tareq Z. Ahram and published by Springer. This book was released on 2018-06-23 with total page 449 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book focuses on the human aspects of wearable technologies and game design, which are often neglected. It shows how user centered practices can optimize wearable experience, thus improving user acceptance, satisfaction and engagement towards novel wearable gadgets. It describes both research and best practices in the applications of human factors and ergonomics to sensors, wearable technologies and game design innovations, as well as results obtained upon integration of the wearability principles identified by various researchers for aesthetics, affordance, comfort, contextual-awareness, customization, ease of use, ergonomy, intuitiveness, obtrusiveness, information overload, privacy, reliability, responsiveness, satisfaction, subtlety, user friendliness and wearability. The book is based on the AHFE 2018 Conference on Human Factors and Wearable Technologies and the AHFE 2018 Conference on Human Factors in Game Design and Virtual Environments , held on July 21–25, 2018 in Orlando, Florida, and addresses professionals, researchers, and students dealing with the human aspects of wearable, smart and/or interactive technologies and game design research.

Book Utilizing Technology  Knowledge  and Smart Systems in Educational Administration and Leadership

Download or read book Utilizing Technology Knowledge and Smart Systems in Educational Administration and Leadership written by Durnali, Mehmet and published by IGI Global. This book was released on 2019-12-06 with total page 371 pages. Available in PDF, EPUB and Kindle. Book excerpt: Within educational organizations, administration and leadership are relied upon for the allocation of resources as well as the optimization of processes that can include data storage, knowledge management, and decision making. To support these expectations, technologies, knowledge, and smart systems must be put into place that allow administrators and leaders to accomplish these tasks as efficiently as possible. Utilizing Technology, Knowledge, and Smart Systems in Educational Administration and Leadership is an academic research book that examines knowledge regarding the scholarly exploration of the technologies, information/knowledge, and smart systems in educational administration and leadership. It provides a holistic, systematic, and comprehensive paradigm. Featuring a wide range of topics such as technology leadership in schools, technology integration in educational administration, and professional development, this book is ideal for school administrators, educational leaders, principals, IT consultants, educational software developers, academicians, researchers, professionals, educational policymakers, educators, and students.

Book Systems  Software and Services Process Improvement

Download or read book Systems Software and Services Process Improvement written by Jakub Stolfa and published by Springer. This book was released on 2017-08-23 with total page 683 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume constitutes the refereed proceedings of the 24th EuroSPI conference, held in Ostrava, Czech Republic, in September 2017.The 56 revised full papers presented were carefully reviewed and selected from 97 submissions. They are organized in topical sections on SPI and VSEs, SPI and process models, SPI and safety, SPI and project management, SPI and implementation, SPI issues, SPI and automotive, selected key notes and workshop papers, GamifySPI, SPI in Industry 4.0, best practices in implementing traceability, good and bad practices in improvement, safety and security, experiences with agile and lean, standards and assessment models, team skills and diversity strategies.