Gamification in Education and Business

This book is dedicated to applied gamification in the areas of education and business, while also covering pitfalls to avoid and guidelines needed to successfully implement for a project. Using different theoretical backgrounds from various areas including behavioral economics, game theory, and comp...

Πλήρης περιγραφή

Λεπτομέρειες βιβλιογραφικής εγγραφής
Συγγραφή απο Οργανισμό/Αρχή: SpringerLink (Online service)
Άλλοι συγγραφείς: Reiners, Torsten (Επιμελητής έκδοσης), Wood, Lincoln C. (Επιμελητής έκδοσης)
Μορφή: Ηλεκτρονική πηγή Ηλ. βιβλίο
Γλώσσα:English
Έκδοση: Cham : Springer International Publishing : Imprint: Springer, 2015.
Θέματα:
Διαθέσιμο Online:Full Text via HEAL-Link
Πίνακας περιεχομένων:
  • 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 Gamification: Requirements and Gamification 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.