Emerging Research and Trends in Gamification

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Publisher :
ISBN 13 : 9781466686519
Total Pages : 0 pages
Book Rating : 4.6/5 (865 download)

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Book Synopsis Emerging Research and Trends in Gamification by : Donna Z. Davis

Download or read book Emerging Research and Trends in Gamification written by Donna Z. Davis and published by . This book was released on 2015 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book brings together innovative and scholarly research on the use of game-based design and technology in a variety of settings, including discussions from both industry and academic perspectives"--

Gamification Strategies for Retention, Motivation, and Engagement in Higher Education

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Author :
Publisher : Information Science Reference
ISBN 13 : 9781799820826
Total Pages : 0 pages
Book Rating : 4.8/5 (28 download)

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Book Synopsis Gamification Strategies for Retention, Motivation, and Engagement in Higher Education by : Robert Costello

Download or read book Gamification Strategies for Retention, Motivation, and Engagement in Higher Education written by Robert Costello and published by Information Science Reference. This book was released on 2020 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book explores how gamification strategies can be used to support retention, well-being, and engagement in higher education"--

Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations

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Author :
Publisher : IGI Global
ISBN 13 : 1799892255
Total Pages : 657 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations by : Bernardes, Oscar

Download or read book Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations written by Bernardes, Oscar and published by IGI Global. This book was released on 2022-01-28 with total page 657 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gaming is increasingly prevalent in our society and everyday lives as a form of leisure or competition. The typical aim of gaming is to gain a pleasant experience from the game. Because of the saturation of gaming in global society, the gamification concept and its operationalization in non-gaming contexts has become a growing practice. This technological novelty is the basis for an innovative change in many types of environments such as education, commerce, marketing, work, health, governance, and sustainability, among others. The service sector especially has shown widespread adoption of the method as it seeks to increase and motivate audiences and promote brands. However, little research is available on the adoption of gamification in organizations, leading to a need for literature that investigates best practices for utilization and implementation. The Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations is a comprehensive and timely reference book that explores the field of gamification for economic and social development. This book provides dynamic research from this emerging field. Covering topics such as distance learning, health behaviors, and workplace training, this book is a valuable reference for researchers, marketing managers, students, managers, executives, software developers, IT specialists, technology developers, faculty of P-12 and higher education, teachers, professors, government officials, and academicians.

Gamification: Concepts, Methodologies, Tools, and Applications

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Author :
Publisher : IGI Global
ISBN 13 : 1466682019
Total Pages : 2211 pages
Book Rating : 4.4/5 (666 download)

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Book Synopsis Gamification: Concepts, Methodologies, Tools, and Applications by : Management Association, Information Resources

Download or read book Gamification: Concepts, Methodologies, Tools, and Applications written by Management Association, Information Resources and published by IGI Global. This book was released on 2015-03-31 with total page 2211 pages. Available in PDF, EPUB and Kindle. Book excerpt: Serious games provide a unique opportunity to engage students more fully than traditional teaching approaches. Understanding the best way to utilize games and play in an educational setting is imperative for effectual learning in the twenty-first century. Gamification: Concepts, Methodologies, Tools, and Applications investigates the use of games in education, both inside and outside of the classroom, and how this field once thought to be detrimental to student learning can be used to augment more formal models. This four-volume reference work is a premier source for educators, administrators, software designers, and all stakeholders in all levels of education.

Gamify

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Author :
Publisher : Routledge
ISBN 13 : 1351861778
Total Pages : 136 pages
Book Rating : 4.3/5 (518 download)

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Book Synopsis Gamify by : Biran Burke

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.

Research Anthology on Developments in Gamification and Game-Based Learning

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Author :
Publisher : IGI Global
ISBN 13 : 1668437112
Total Pages : 1971 pages
Book Rating : 4.6/5 (684 download)

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Book Synopsis Research Anthology on Developments in Gamification and Game-Based Learning by : Management Association, Information Resources

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.

Emerging Research and Trends in Interactivity and the Human-Computer Interface

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Author :
Publisher : IGI Global
ISBN 13 : 1466646241
Total Pages : 580 pages
Book Rating : 4.4/5 (666 download)

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Book Synopsis Emerging Research and Trends in Interactivity and the Human-Computer Interface by : Blashki, Katherine

Download or read book Emerging Research and Trends in Interactivity and the Human-Computer Interface written by Blashki, Katherine and published by IGI Global. This book was released on 2013-10-31 with total page 580 pages. Available in PDF, EPUB and Kindle. Book excerpt: With a variety of emerging and innovative technologies combined with the active participation of the human element as the major connection between the end user and the digital realm, the pervasiveness of human-computer interfaces is at an all time high. Emerging Research and Trends in Interactivity and the Human-Computer Interface addresses the main issues of interest within the culture and design of interaction between humans and computers. By exploring the emerging aspects of design, development, and implementation of interfaces, this book will be beneficial for academics, HCI developers, HCI enterprise managers, and researchers interested in the progressive relationship of humans and technology.

Handbook of Research on Solving Modern Healthcare Challenges With Gamification

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Author :
Publisher : IGI Global
ISBN 13 : 179987477X
Total Pages : 382 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Handbook of Research on Solving Modern Healthcare Challenges With Gamification by : Alexandre Peixoto de Queirós, Ricardo

Download or read book Handbook of Research on Solving Modern Healthcare Challenges With Gamification written by Alexandre Peixoto de Queirós, Ricardo and published by IGI Global. This book was released on 2021-01-22 with total page 382 pages. Available in PDF, EPUB and Kindle. Book excerpt: While many fields such as e-learning, business, and marketing have taken advantage of the potential of gamification, the healthcare domain has just started to exploit this emerging trend, still in an ad-hoc fashion. Despite the huge potential of applying gamification on several topics of healthcare, there are scarce theoretical studies regarding methodologies, techniques, specifications, and frameworks. These applications must be examined further as they can be used to solve major healthcare-related challenges such as care plan maintenance, medication adherence, phobias treatment, or patient education. Handbook of Research on Solving Modern Healthcare Challenges With Gamification aims to share new approaches and methodologies to build e-health solutions using gamification and identifies new trends on this topic from pedagogical strategies to technological approaches. This book serves as a collection of knowledge that builds the theoretical foundations that can be helpful in creating sustainable e-health solutions in the future. While covering topics such as augmented and virtual reality, ethical issues in gamification, e-learning, telehealth services, and digital applications, this book is essential for research scholars, healthcare/computer science teachers and students pursuing healthcare/computer science-related subjects, enterprise developers, practitioners, researchers, academicians, and students interested in the latest developments and research solving healthcare challenges with modern e-health solutions using gamification.

Emerging Research and Trends in Interactivity and the Human-computer Interface

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Author :
Publisher : Information Science Reference
ISBN 13 : 9781466646261
Total Pages : 0 pages
Book Rating : 4.6/5 (462 download)

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Book Synopsis Emerging Research and Trends in Interactivity and the Human-computer Interface by : Pedro Isaias

Download or read book Emerging Research and Trends in Interactivity and the Human-computer Interface written by Pedro Isaias and published by Information Science Reference. This book was released on 2014 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book addresses the main issues of interest within the culture and design of interaction between humans and computers,exploring the emerging aspects of design, development, and implementation of interfaces"--

The Multiplayer Classroom

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Author :
Publisher : CRC Press
ISBN 13 : 1000039129
Total Pages : 419 pages
Book Rating : 4.0/5 ( download)

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Book Synopsis The Multiplayer Classroom by : Lee Sheldon

Download or read book The Multiplayer Classroom written by Lee Sheldon and published by CRC Press. This book was released on 2020-03-09 with total page 419 pages. Available in PDF, EPUB and Kindle. Book excerpt: Go beyond gamification’s badges and leaderboards with the new edition of the book, first published in 2011, that helped transform education. Going far beyond the first edition of The Multiplayer Classroom, forthrightly examining what worked and what didn’t over years of development, here are the tools to design any structured learning experience as a game to engage your students, raise their grades, and ensure their attendance. Suitable for use in the classroom or the boardroom, this book features a reader-friendly style that introduces game concepts and vocabulary in a logical way. Also included are case studies, both past and present, from others teaching in their own multiplayer classrooms around the world. You don't need any experience making games or even playing games to use this book. You don’t even need a computer. Yet, you will join many hundreds of educators who have learned how to create multiplayer games for any age on any subject. Lee Sheldon began his writing career in television as a writer-producer, eventually writing more than 200 shows ranging from Charlie’s Angels (writer) to Edge of Night (head writer) to Star Trek: The Next Generation (writer-producer). Having written and designed more than 40 commercial and applied video games, Lee spearheaded the first full writing for games concentration in North America at Rensselaer Polytechnic Institute and the second writing concentration at Worcester Polytechnic Institute, where he is now a professor of practice. Lee is a regular lecturer and consultant on game design and writing in the United States and abroad. His most recent commercial game, the award-winning The Lion’s Song, is currently on Steam.

Gamification in Education: Breakthroughs in Research and Practice

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Author :
Publisher : IGI Global
ISBN 13 : 1522551999
Total Pages : 677 pages
Book Rating : 4.5/5 (225 download)

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Book Synopsis Gamification in Education: Breakthroughs in Research and Practice by : Management Association, Information Resources

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 677 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.

Gamification for Tourism

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Author :
Publisher : Channel View Publications
ISBN 13 : 1845418247
Total Pages : 278 pages
Book Rating : 4.8/5 (454 download)

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Book Synopsis Gamification for Tourism by : Feifei Xu

Download or read book Gamification for Tourism written by Feifei Xu and published by Channel View Publications. This book was released on 2021-05-10 with total page 278 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.

The Gamification of Learning and Instruction Fieldbook

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Author :
Publisher : John Wiley & Sons
ISBN 13 : 111867443X
Total Pages : 487 pages
Book Rating : 4.1/5 (186 download)

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Book Synopsis The Gamification of Learning and Instruction Fieldbook by : Karl M. Kapp

Download or read book The Gamification of Learning and Instruction Fieldbook written by Karl M. Kapp and published by John Wiley & Sons. This book was released on 2013-11-11 with total page 487 pages. Available in PDF, EPUB and Kindle. Book excerpt: Following Karl Kapp's earlier book The Gamification of Learning and Instruction, this Fieldbook provides a step-by-step approach to implementing the concepts from the Gamification book with examples, tips, tricks, and worksheets to help a learning professional or faculty member put the ideas into practice. The Online Workbook, designed largely for students using the original book as a textbook, includes quizzes, worksheets and fill-in-the-blank areas that will help a student to better understand the ideas, concepts and elements of incorporating gamification into learning.

Gamification Strategies for Retention, Motivation, and Engagement in Higher Education: Emerging Research and Opportunities

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Author :
Publisher : IGI Global
ISBN 13 : 1799820815
Total Pages : 205 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Gamification Strategies for Retention, Motivation, and Engagement in Higher Education: Emerging Research and Opportunities by : Costello, Robert

Download or read book Gamification Strategies for Retention, Motivation, and Engagement in Higher Education: Emerging Research and Opportunities written by Costello, Robert and published by IGI Global. This book was released on 2020-04-10 with total page 205 pages. Available in PDF, EPUB and Kindle. Book excerpt: A key challenge facing higher education institutions is that of retaining students. Though gaming technologies are increasingly being used in support of learning initiatives, gamification can also assist with attendance by increasing engagement. By using gaming technology to map educational content, teachers can engage and motivate learners through adaptive infrastructures and game thinking challenges. Gamification Strategies for Retention, Motivation, and Engagement in Higher Education: Emerging Research and Opportunities is a critical scholarly resource that examines gaming technologies as effectively utilized learning tools to improve retention, engagement, motivation, and problem solving. Featuring a wide range of topics such as higher education, augmented reality, and socialization, this book is ideal for academicians, administrators, researchers, IT specialists, education professionals, and students

Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations

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Author :
Publisher : IGI Global
ISBN 13 : 1799892255
Total Pages : 657 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations by : Bernardes, Oscar

Download or read book Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations written by Bernardes, Oscar and published by IGI Global. This book was released on 2022-01-28 with total page 657 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gaming is increasingly prevalent in our society and everyday lives as a form of leisure or competition. The typical aim of gaming is to gain a pleasant experience from the game. Because of the saturation of gaming in global society, the gamification concept and its operationalization in non-gaming contexts has become a growing practice. This technological novelty is the basis for an innovative change in many types of environments such as education, commerce, marketing, work, health, governance, and sustainability, among others. The service sector especially has shown widespread adoption of the method as it seeks to increase and motivate audiences and promote brands. However, little research is available on the adoption of gamification in organizations, leading to a need for literature that investigates best practices for utilization and implementation. The Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations is a comprehensive and timely reference book that explores the field of gamification for economic and social development. This book provides dynamic research from this emerging field. Covering topics such as distance learning, health behaviors, and workplace training, this book is a valuable reference for researchers, marketing managers, students, managers, executives, software developers, IT specialists, technology developers, faculty of P-12 and higher education, teachers, professors, government officials, and academicians.

Emerging Trends, Techniques, and Tools for Massive Open Online Course (MOOC) Management

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Author :
Publisher : IGI Global
ISBN 13 : 1522550127
Total Pages : 348 pages
Book Rating : 4.5/5 (225 download)

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Book Synopsis Emerging Trends, Techniques, and Tools for Massive Open Online Course (MOOC) Management by : Queirós, Ricardo

Download or read book Emerging Trends, Techniques, and Tools for Massive Open Online Course (MOOC) Management written by Queirós, Ricardo and published by IGI Global. This book was released on 2018-06-15 with total page 348 pages. Available in PDF, EPUB and Kindle. Book excerpt: In the digital age, online courses have progressed as popular modes of learning that provide interactive and collaborative learning in educational settings. The open education movement is enabled by the internet and combines the sharing of ideas, resources, and practices among all people in order to advance ideas and knowledge to a new generation of students. Massive open online courses (MOOC) provide a new way of learning for all levels of education. Emerging Trends, Techniques, and Tools for Massive Open Online Course (MOOC) Management is a critical scholarly resource that addresses the difficulties and challenges in MOOC design, implementation, management, and deployment. This comprehensive and timely publication aims to be an essential reference source, building on the available literature in the field of e-learning and online course management while providing for further research opportunities in this dynamic field. Featuring coverage on a wide variety of topics such as gamification in e-learning, plagiarism detection programs, and language online courses, this book is a valuable resource for instructional designers, IT professionals, software developers, academicians, and education professionals seeking current research on the impact of new methodologies and frameworks used in the lifecycle of open online courses.

The Gamification of Digital Journalism

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Author :
Publisher : Routledge
ISBN 13 : 0429667043
Total Pages : 194 pages
Book Rating : 4.4/5 (296 download)

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Book Synopsis The Gamification of Digital Journalism by : David O. Dowling

Download or read book The Gamification of Digital Journalism written by David O. Dowling and published by Routledge. This book was released on 2020-11-23 with total page 194 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book examines the brief yet accelerated evolution of newsgames, a genre that has emerged from puzzles, quizzes, and interactives augmenting digital journalism into full-fledged immersive video games from open-world designs to virtual reality experiences. Critics have raised questions about the credibility and ethics of transforming serious news stories of political consequence into entertainment media, and the risks of trivializing grave and catastrophic events into mere games. Dowling explores both the negatives of newsgames, and how the use of entertainment media forms and their narrative methods mainly associated with fiction can add new and potentially more powerful meaning to news than traditional formats allow. The book also explores how industrial and cultural shifts in the digital publishing industry have enabled newsgames to evolve in a manner that strengthens certain core principles of journalism, particularly advocacy on behalf of marginalized and oppressed groups. Cutting-edge and thoughtful, The Gamification of Digital Journalism is a must-read for scholars, researchers, and practitioners interested in multimedia journalism and immersive storytelling.