Download or read book Transforming Learning and IT Management through Gamification written by Edmond C. Prakash and published by Springer. This book was released on 2015-08-07 with total page 131 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explains how gamification, specifically enterprise gamification, can help mangers in multiple areas within an enterprise to improve attrition. Employee Engagement is an important component to foster employee relations with the organization. Gamification by its inherent design helps to increase engagement within an enterprise. Several successful case studies in Gamification are presented, which present new practical tips for Gamification for IT Management. By introducing general IT management concepts related to the specific environment managers work in, the authors then detail the benefits of introducing gamification in this very environment to resolve business issues. IT Managers, as well as HR professionals, Group Heads and Delivery Leaders will find this be a useful resource to understand how Gamification can improve their everyday work. The book can also be used as a reference for engaging learners and employees to improve their productivity in organizations.
Download or read book Handbook of Research on Future Opportunities for Technology Management Education written by Khan, Basheer Ahmed and published by IGI Global. This book was released on 2021-06-25 with total page 533 pages. Available in PDF, EPUB and Kindle. Book excerpt: Technology management education and business education are visibly intertwined in the current educational system. Certain efforts that have taken place in the recent past are the interinstitutional discourse around the world. Technology management is a dynamic and evolving profession, driven by changes in technology, globalization, sustainability, and the increasing importance of the service economy. The Handbook of Research on Future Opportunities for Technology Management Education is a comprehensive reference book that enables readers to comprehend the trends in technological changes and the need to orient business education and technology management in workplaces. The book serves to support with the formation and implementation of appropriate policies for technology management. Covering topics such as big data analytics, cloud computing adoption, and massive open online courses (MOOCs), this text is an essential resource for managers, technologists, teachers, executives, instructional designers, libraries, university researchers, students, faculty, and industry taught leaders.
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.
Download or read book 10th European Conference on Games Based Learning written by and published by Academic Conferences and publishing limited. This book was released on with total page 1041 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Research Anthology on Game Design Development Usage and Social Impact written by Management Association, Information Resources and published by IGI Global. This book was released on 2022-10-07 with total page 2034 pages. Available in PDF, EPUB and Kindle. Book excerpt: Videogames have risen in popularity in recent decades and continue to entertain many all over the world. As game design and development becomes more accessible to those outside of the industry, their uses and impacts are further expanded. Games have been developed for medical, educational, business, and many more applications. While games have many beneficial applications, many challenges exist in current development processes as well as some of their impacts on society. It is essential to investigate the current trends in the design and development of games as well as the opportunities and challenges presented in their usage and social impact. The Research Anthology on Game Design, Development, Usage, and Social Impact discusses the emerging developments, opportunities, and challenges that are found within the design, development, usage, and impact of gaming. It presents a comprehensive collection of the recent research, theories, case studies, and more within the area. Covering topics such as academic game creation, gaming experience, and violence in gaming, this major reference work is a dynamic resource for game developers, instructional designers, educators and administrators of both K-12 and higher education, students of higher education, librarians, government officials, business leaders and executives, researchers, and academicians.
Download or read book Gamification in Education Breakthroughs in Research and Practice written by Management Association, Information Resources and published by IGI Global. This book was released on 2018-01-05 with total page 690 pages. Available in PDF, EPUB and Kindle. Book excerpt: Serious games provide a unique opportunity to fully engage students more than traditional teaching approaches. Understanding the best way to utilize these games and the concept of play in an educational setting is imperative for effectual learning in the 21st century. Gamification in Education: Breakthroughs in Research and Practice is an innovative reference source for the latest academic material on the different approaches and issues faced in integrating games within curriculums. Highlighting a range of topics, such as learning through play, virtual worlds, and educational computer games, this publication is ideally designed for educators, administrators, software designers, and stakeholders in all levels of education.
Download or read book Sustainable Construction in the Era of the Fourth Industrial Revolution written by Ayodeji Emmanuel Oke and published by Routledge. This book was released on 2021-09-05 with total page 199 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book provides readers with an understanding of various concepts, benefits, and practices that the adoption of Fourth Industrial Revolution (4IR) technolo>gies can bring when working towards sustainable construction goals. As digitalization continues to advance rapidly, the pressures on stakeholders in the architecture, engineering, construction, and operation (AECO) industry to revamp and restructure their activities and outputs become increasingly prev>alent. This research book explains the importance of various digital tools and principles to achieve sustainable construction projects. It adopts various stand>ards and concepts to highlight how 4IR technologies could assist and accelerate construction sustainability. It is the first book to link construction management with various digital tools to enhance construction projects’ sustainability. It also provides an in-depth insight into the concept of sustainable construction 4.0 across both developing and developed countries for construction professionals, sustainability experts, researchers, educators, and other stakeholders.The book can be adopted as a research guide, framework, and reference on sustainable construction, the concept of sustainable projects, digitalization in the construction industry, and the 4IR.
Download or read book E Learning and Games written by Abdennour El Rhalibi and published by Springer. This book was released on 2019-07-16 with total page 420 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 12th International Conference on e-Learning and Games, EDUTAINMENT 2018, held in Xi’an, China, in June 2018. The 32 full and 32 short papers presented in this volume were carefully reviewed and selected from 85 submissions. The papers were organized in topical sections named: virtual reality and augmented reality in edutainment; gamification for serious game and training; graphics, imaging and applications; game rendering and animation; game rendering and animation and computer vision in edutainment; e-learning and game; and computer vision in edutainment.
Download or read book Play to Learn written by Sharon Boller and published by Association for Talent Development. This book was released on 2017-03-03 with total page 186 pages. Available in PDF, EPUB and Kindle. Book excerpt: When trainers use games, learners win big. As a trainer interested in game design, you know that games are more effective than lectures. You've seen firsthand how immersive games hold learners' interest, helping them explore new skills and experience different points of view. But how do you become the Milton Bradley of learning games? Play to Learn is here to help. This book bridges the gap between instructional design and game design; it's written to grow your game literacy and strengthen crucial game design skills. Experts Sharon Boller and Karl Kapp share real examples of in-person and online games, and offer an online game for you to try as you read. They walk you through evaluating entertainment and learning games, so you can apply the best to your own designs. Play to Learn will also show you how to: Link game design to your business needs and learning objectives. Test your prototype and refine your design. Deploy your game to motivated and excited learners. So don't just play around. Think big, design well, and use Play to Learn as your guide.
Download or read book Research Anthology on Developments in Gamification and Game Based Learning written by Management Association, Information Resources and published by IGI Global. This book was released on 2021-11-26 with total page 1971 pages. Available in PDF, EPUB and Kindle. Book excerpt: Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.
Download or read book Smart Cities written by Sergio Nesmachnow and published by Springer Nature. This book was released on 2021-02-06 with total page 331 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the thoroughly refereed proceedings of the Third Ibero-American Congress, ICSC-CITIES 2020, held in Costa Rica, in November 2020. Due to the COVID-19 pandemic the conference was held online. The 21 full papers presented were carefully reviewed and selected from 99 submissions. The papers are organized on topical sections on Energy Efficiency and Sustainability; Mobility and IoT; Infrastructure, Environment, Governance.
Download or read book The Digital Gaming Handbook written by Roberto Dillon and published by CRC Press. This book was released on 2020-07-15 with total page 427 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Digital Gaming Handbook covers the state-of-the-art in video and digital game research and development, from traditional to emerging elements of gaming across multiple disciplines. Chapters are presented with applicability across all gaming platforms over a broad range of topics, from game content creation through gameplay at a level accessible for the professional game developer while being deep enough to provide a valuable reference of the state-of-the-art research in this field. Key Features: International experts share their research and experience in game development and design Provides readers with inside perspectives on the cross-disciplinary aspects of the industry Includes retrospective and forward-looking examinations of gaming Editor: Dr. Roberto Dillon is a leading game studies educator with more than 15 years of experience in the field of game design and development.
Download or read book The Gamification Toolkit written by Kevin Werbach and published by University of Pennsylvania Press. This book was released on 2015-05-05 with total page 46 pages. Available in PDF, EPUB and Kindle. Book excerpt: Take your gamification efforts to the next level When The Economist covered Kevin Werbach and Dan Hunter's new book For the Win in 2012, they referred to gamification as a "management craze." Since then, gamification has proved to be much more than a fleeting fad: it is a global movement. For the Win has been published globally in English, Chinese, Japanese, Korean, Russian, and Spanish, and more than a quarter of a million people have taken Werbach's gamification course on Coursera. Now, in their new ebook The Gamification Toolkit, Werbach and Hunter go deeper into the key game elements and provide you with the tools to take gamification to the next level. This brief but comprehensive ebook is a user's guide to help you build a game—for the win.
Download or read book Transforming Learning The Power of Educational Technology written by Dr. Sarfaraz Ahmad and published by Blue Rose Publishers. This book was released on 2024-06-25 with total page 274 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Transforming Learning: The Power of Educational Technology" delves into the dynamic landscape of modern education driven by technological advancements. This book explores how digital tools, from interactive software and virtual classrooms to AI-driven learning platforms, are reshaping traditional teaching methods. It examines the potential of educational technology to enhance student engagement, personalize learning experiences, and improve outcomes. The book provides insights into successful implementations of technology in diverse educational settings and offers practical strategies for educators and policymakers to effectively integrate these tools. Through case studies and expert analysis, it highlights the transformative impact of technology on education's future.
Download or read book Encyclopedia of Computer Graphics and Games written by Newton Lee and published by Springer Nature. This book was released on 2024-01-19 with total page 2150 pages. Available in PDF, EPUB and Kindle. Book excerpt: Encyclopedia of Computer Graphics and Games (ECGG) is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers the history, technologies, and trends of computer graphics and games. Editor Newton Lee, Institute for Education, Research, and Scholarships, Los Angeles, CA, USA Academic Co-Chairs Shlomo Dubnov, Department of Music and Computer Science and Engineering, University of California San Diego, San Diego, CA, USA Patrick C. K. Hung, University of Ontario Institute of Technology, Oshawa, ON, Canada Jaci Lee Lederman, Vincennes University, Vincennes, IN, USA Industry Co-Chairs Shuichi Kurabayashi, Cygames, Inc. & Keio University, Kanagawa, Japan Xiaomao Wu, Gritworld GmbH, Frankfurt am Main, Hessen, Germany Editorial Board Members Leigh Achterbosch, School of Science, Engineering, IT and Physical Sciences, Federation University Australia Mt Helen, Ballarat, VIC, Australia Ramazan S. Aygun, Department of Computer Science, Kennesaw State University, Marietta, GA, USA Barbaros Bostan, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Anthony L. Brooks, Aalborg University, Aalborg, Denmark Guven Catak, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Alvin Kok Chuen Chan, Cambridge Corporate University, Lucerne, Switzerland Anirban Chowdhury, Department of User Experience and Interaction Design, School of Design (SoD), University of Petroleum and Energy Studies (UPES), Dehradun, Uttarakhand, India Saverio Debernardis, Dipartimento di Meccanica, Matematica e Management, Politecnico di Bari, Bari, Italy Abdennour El Rhalibi, Liverpool John Moores University, Liverpool, UK Stefano Ferretti, Department of Computer Science and Engineering, University of Bologna, Bologna, Italy Han Hu, School of Information and Electronics, Beijing Institute of Technology, Beijing, China Ms. Susan Johnston, Select Services Films Inc., Los Angeles, CA, USA Chris Joslin, Carleton University, Ottawa, Canada Sicilia Ferreira Judice, Department of Computer Science, University of Calgary, Calgary, Canada Hoshang Kolivand, Department Computer Science, Faculty of Engineering and Technology, Liverpool John Moores University, Liverpool, UK Dario Maggiorini, Department of Computer Science, University of Milan, Milan, Italy Tim McGraw, Purdue University, West Lafayette, IN, USA George Papagiannakis, ORamaVR S.A., Heraklion, Greece; FORTH-ICS, Heraklion Greece University of Crete, Heraklion, Greece Florian Richoux, Nantes Atlantic Computer Science Laboratory (LINA), Université de Nantes, Nantes, France Andrea Sanna, Dipartimento di Automatica e Informatica, Politecnico di Torino, Turin, Italy Yann Savoye, Institut fur Informatik, Innsbruck University, Innsbruck, Austria Sercan Şengün, Wonsook Kim School of Art, Illinois State University, Normal, IL, USA Ruck Thawonmas, Ritsumeikan University, Shiga, Japan Vinesh Thiruchelvam, Asia Pacific University of Technology & Innovation, Kuala Lumpur, Malaysia Rojin Vishkaie, Amazon, Seattle, WA, USA Duncan A. H. Williams, Digital Creativity Labs, Department of Computer Science, University of York, York, UK Sai-Keung Wong, National Chiao Tung University, Hsinchu, Taiwan Editorial Board Intern Sam Romershausen, Vincennes University, Vincennes, IN, USA
Download or read book Gamification for Innovators and Entrepreneurs written by Henning Breuer and published by Walter de Gruyter GmbH & Co KG. This book was released on 2022-10-03 with total page 224 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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
Download or read book Digital Transformation in Education Emerging Markets and Opportunities written by Chitra Krishnan and published by Bentham Science Publishers. This book was released on 2023-03-24 with total page 248 pages. Available in PDF, EPUB and Kindle. Book excerpt: The widespread digitalization of all aspects of life, including the disruption caused by the Internet and the invasion by artificial intelligence, necessitates rethinking educational transformation processes. The broader purpose of the digital transformation of education is to develop an effective educational system that fits the needs of the digital economy and guarantees easy access to information for stakeholders in this sector. Digital Transformation in Education: Emerging Markets and Opportunities provides a comprehensive understanding of the emergence and evolution of digital technologies and artificial intelligence in the field of education. It presents 12 reviews that shed light on the various advantages and drawbacks of digital technology along with the opportunities and markets that are emerging because of such a digital education transition. Each chapter is written by a group of distinguished contributors and presents a detailed literature review, methodology (where appropriate), discussion and reference list. The book content equips educators at all levels with essential information required to adapt to educational technology in order to improve teaching, student support and learning outcomes. This book is an informative resource for postgraduate scholars, academics, policymakers, educators, and researchers in pedagogy, learning theory, digital learning, communication and education research.