Gamification for Resilience

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Author :
Publisher : John Wiley & Sons
ISBN 13 : 1394157746
Total Pages : 324 pages
Book Rating : 4.3/5 (941 download)

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Book Synopsis Gamification for Resilience by : Adrian V. Gheorghe

Download or read book Gamification for Resilience written by Adrian V. Gheorghe and published by John Wiley & Sons. This book was released on 2023-08-15 with total page 324 pages. Available in PDF, EPUB and Kindle. Book excerpt: Enable Resilience-Informed Decision-Making with an insightful combination of systems engineering concepts In Gamification for Resilience: Informed Resilient Decision Making, a team of distinguished researchers delivers an insightful and exciting integration of game theory, design, and applications that explains how to create a resilient city that promotes sustainable development, well-being, and inclusive growth. The authors combine several concepts and techniques taken from serious gaming and integrate them into decision-making theory, demonstrating how to enable Resilience-Informed Decision-Making. The book addresses critical infrastructure systems and how to ensure these systems are supported against manmade and natural threats and hazards. It includes thought-provoking research questions and case applications that will engage and challenge readers and create an active and memorable learning experience. Readers will also find: A thorough introduction to systems theory as the basis for bridging science and the practice of engineering systems Comprehensive explorations of gamification and its application to the resilience-informed decision-making process Practical discussions of the analysis and assessment of risk and vulnerability via serious gaming Fulsome treatments of the representation of system complexity using object-oriented programming Perfect for professionals and researchers working in the areas of decision making, gamification, resilience, risk assessments, and critical infrastructures, Gamification for Resilience: Informed Resilient Decision Making will also benefit undergraduate and graduate students studying urban planning, smart cities, and related subjects.

SuperBetter

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Publisher : Penguin
ISBN 13 : 0698185501
Total Pages : 274 pages
Book Rating : 4.6/5 (981 download)

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Book Synopsis SuperBetter by : Jane McGonigal

Download or read book SuperBetter written by Jane McGonigal and published by Penguin. This book was released on 2015-09-15 with total page 274 pages. Available in PDF, EPUB and Kindle. Book excerpt: An innovative guide to living gamefully, based on the program that has already helped nearly half a million people achieve remarkable personal growth In 2009, internationally renowned game designer Jane McGonigal suffered a severe concussion. Unable to think clearly or work or even get out of bed, she became anxious and depressed, even suicidal. But rather than let herself sink further, she decided to get better by doing what she does best: she turned her recovery process into a resilience-building game. What started as a simple motivational exercise quickly became a set of rules for “post-traumatic growth” that she shared on her blog. These rules led to a digital game and a major research study with the National Institutes of Health. Today nearly half a million people have played SuperBetter to get stronger, happier, and healthier. But the life-changing ideas behind SuperBetter are much bigger than just one game. In this book, McGonigal reveals a decade’s worth of scientific research into the ways all games—including videogames, sports, and puzzles—change how we respond to stress, challenge, and pain. She explains how we can cultivate new powers of recovery and resilience in everyday life simply by adopting a more “gameful” mind-set. Being gameful means bringing the same psychological strengths we naturally display when we play games—such as optimism, creativity, courage, and determination—to real-world goals. Drawing on hundreds of studies, McGonigal shows that getting superbetter is as simple as tapping into the three core psychological strengths that games help you build: • Your ability to control your attention, and therefore your thoughts and feelings • Your power to turn anyone into a potential ally, and to strengthen your existing relationships • Your natural capacity to motivate yourself and super-charge your heroic qualities, like willpower, compassion, and determination SuperBetter contains nearly 100 playful challenges anyone can undertake in order to build these gameful strengths. It includes stories and data from people who have used the SuperBetter method to get stronger in the face of illness, injury, and other major setbacks, as well as to achieve goals like losing weight, running a marathon, and finding a new job. As inspiring as it is down to earth, and grounded in rigorous research, SuperBetter is a proven game plan for a better life. You’ll never say that something is “just a game” again.

Gamification with Moodle

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Publisher : Packt Publishing Ltd
ISBN 13 : 1785286811
Total Pages : 135 pages
Book Rating : 4.7/5 (852 download)

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Book Synopsis Gamification with Moodle by : Natalie Denmeade

Download or read book Gamification with Moodle written by Natalie Denmeade and published by Packt Publishing Ltd. This book was released on 2015-10-20 with total page 135 pages. Available in PDF, EPUB and Kindle. Book excerpt: Use game elements in Moodle courses to build learner resilience and motivation About This Book Formulate a Moodle course that acts as a flexible framework ready for your own content Keep learners engrossed and create opportunities for motivation through the concepts of status, access, and power A resourceful guide to innovative learning using automatic reports, assessments, and conditional release of activities Who This Book Is For This book has been designed for teachers who to use technology to create more engaging learning experiences for both online learning and in face-to-face sessions. This book will especially appeal to people who are interested in the underlying mechanics of play and games and want to know more about applying these concepts in an educational context. It is assumed that you are a teacher and expert in your field, have basic computer skills, and have access to the Internet. What You Will Learn Set up a scoring system using Moodle Gradebook Enable communication and collaboration in your class as a Learning Community using forums Assess your learners' abilities by setting up challenges and quests Configure gateways to check and ensure progress before new content or activities are released Create Moodle assignments to provide effective feedback through a comment bank and custom scale Issue Open Badges to recognize achievements and set up an online backpack to share digital badges Reduce anxiety for learners by using the game-like concept of “Levelling Up” In Detail This book describes how teachers can use Gamification design within the Moodle Learning Management System. Game elements can be included in course design by using, badges, rubrics, custom grading scales, forums, and conditional activities. Moodle courses do not have to be solo-learning experiences that replicate Distance Education models. The Gamification design process starts by profiling players and creating levels of achievement towards meeting learning outcomes. Each task is defined, valued, and sequenced. Motivation loops are devised to keep the momentum going. In a gaming studio, this approach would require a team of specialists with a large budget and time frames. Preparing for a class rarely has these optimal conditions. The approach used in this book is to introduce game elements into the course design gradually. First, apply gamification to just one lesson and then build up to gamifying a series of lessons over a term. Each example will indicate the difficulty level and time investment. Try it out to see what is most effective with your learners and choose wisely in your use of technology. By the end of this book, you will be able to create Moodle courses that incorporate choice, communication, challenge, and creativity. Style and approach An easy-to-follow guide full of screenshots and step-by-step instructions with estimated time frames required to accomplish numerous tasks. Tips are offered for new Moodlers and plugin extensions are suggested for advanced Moodlers. The focus of the book is on why you would want to use each activity rather than detailed technical descriptions.

Small and Medium-Sized Enterprise (SME) Resilience

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Author :
Publisher : Springer Nature
ISBN 13 : 303150836X
Total Pages : 352 pages
Book Rating : 4.0/5 (315 download)

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Book Synopsis Small and Medium-Sized Enterprise (SME) Resilience by : Susanne Durst

Download or read book Small and Medium-Sized Enterprise (SME) Resilience written by Susanne Durst and published by Springer Nature. This book was released on with total page 352 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Resilience

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Publisher : Houghton Mifflin Harcourt
ISBN 13 : 054432398X
Total Pages : 319 pages
Book Rating : 4.5/5 (443 download)

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Book Synopsis Resilience by : Eric Greitens

Download or read book Resilience written by Eric Greitens and published by Houghton Mifflin Harcourt. This book was released on 2015 with total page 319 pages. Available in PDF, EPUB and Kindle. Book excerpt: A masterpiece of warrior wisdom: how to be resilient, how to overcome obstacles not by "positive thinking" or self-esteem, but by positive action. The bestselling author, Navy SEAL, and humanitarian Eric Greitens offers a self-help book unlike any other.

Handbook on Resilience of Socio-Technical Systems

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Publisher : Edward Elgar Publishing
ISBN 13 : 1786439379
Total Pages : 429 pages
Book Rating : 4.7/5 (864 download)

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Book Synopsis Handbook on Resilience of Socio-Technical Systems by : Matthias Ruth

Download or read book Handbook on Resilience of Socio-Technical Systems written by Matthias Ruth and published by Edward Elgar Publishing. This book was released on 2019 with total page 429 pages. Available in PDF, EPUB and Kindle. Book excerpt: The goal to improve the resilience of social systems – communities and their economies – is increasingly adopted by decision makers. This unique and comprehensive Handbook focuses on the interdependencies of these social systems and the technologies that support them. Special attention is given to the ways in which resilience is conceptualized by different disciplines, how resilience may be assessed, and how resilience strategies are implemented. Case illustrations are presented throughout to aid understanding.

Serious Games for Enhancing Law Enforcement Agencies

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Publisher : Springer Nature
ISBN 13 : 3030299260
Total Pages : 234 pages
Book Rating : 4.0/5 (32 download)

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Book Synopsis Serious Games for Enhancing Law Enforcement Agencies by : Babak Akhgar

Download or read book Serious Games for Enhancing Law Enforcement Agencies written by Babak Akhgar and published by Springer Nature. This book was released on 2019-10-23 with total page 234 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book provides a comprehensive and practically minded introduction into serious games for law enforcement agencies. Serious games offer wide ranging benefits for law enforcement with applications from professional trainings to command-level decision making to the preparation for crises events. This book explains the conceptual foundations of virtual and augmented reality, gamification and simulation. It further offers practical guidance on the process of serious games development from user requirements elicitation to evaluation. The chapters are intended to provide principles, as well as hands-on knowledge to plan, design, test and apply serious games successfully in a law enforcement environment. A diverse set of case studies showcases the enormous variety that is possible in serious game designs and application areas and offers insights into concrete design decisions, design processes, benefits and challenges. The book is meant for law enforcement professionals interested in commissioning their own serious games as well as game designers interested in collaborative pedagogy and serious games for the law enforcement and security sector.

Cranky Uncle vs. Climate Change

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Publisher : National Geographic Books
ISBN 13 : 0806540273
Total Pages : 0 pages
Book Rating : 4.8/5 (65 download)

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Book Synopsis Cranky Uncle vs. Climate Change by : John Cook

Download or read book Cranky Uncle vs. Climate Change written by John Cook and published by National Geographic Books. This book was released on 2020-02-25 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: It’s Not Just the Facts When it comes to climate change, this truly is a golden age—of fake news, post-truths, pluralistic ignorance, conspiracy theories, a willfully ignorant administration, and the Cranky Uncle. You know him. We all have one. That exasperating Thanksgiving blusterer digs in his heels even as the foundation of his denial thaws faster than the Arctic ice caps. Written and illustrated by Dr. John Cook, cognitive psychologist and founder of the award-winning website Skeptical Science, Cranky Uncle combines humor and science to make clear, calm, and winnable arguments in the public controversy of climate change. Can we change our Cranky Uncle’s mind? Probably, regrettably, not. But Dr. Cook makes it easier for us to understand him. And armed with this knowledge, prevent climate misinformation from spreading further.

Reality Is Broken

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Publisher : Penguin
ISBN 13 : 1101475498
Total Pages : 334 pages
Book Rating : 4.1/5 (14 download)

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Book Synopsis Reality Is Broken by : Jane McGonigal

Download or read book Reality Is Broken written by Jane McGonigal and published by Penguin. This book was released on 2011-01-20 with total page 334 pages. Available in PDF, EPUB and Kindle. Book excerpt: “McGonigal is a clear, methodical writer, and her ideas are well argued. Assertions are backed by countless psychological studies.” —The Boston Globe “Powerful and provocative . . . McGonigal makes a persuasive case that games have a lot to teach us about how to make our lives, and the world, better.” —San Jose Mercury News “Jane McGonigal's insights have the elegant, compact, deadly simplicity of plutonium, and the same explosive force.” —Cory Doctorow, author of Little Brother A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games. Jane McGonigal is also the author of SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient.

IoT and Data Science in Engineering Management

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Publisher : Springer Nature
ISBN 13 : 3031279158
Total Pages : 551 pages
Book Rating : 4.0/5 (312 download)

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Book Synopsis IoT and Data Science in Engineering Management by : Fausto Pedro García Márquez

Download or read book IoT and Data Science in Engineering Management written by Fausto Pedro García Márquez and published by Springer Nature. This book was released on 2023-03-24 with total page 551 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents the selected research works from the 16th International Conference on Industrial Engineering and Industrial Management in 2022. The conference was promoted by ADINGOR (Asociación para el Desarrollo de la Ingeniería de Organización), organized by Ingenium Research Group at Universidad de Castilla-La Mancha, Spain, and it took place on July 7th and 8th, 2022, in Toledo, Spain. The book highlights some of the latest research advances and cutting-edge analyses of real-world case studies on Industrial Engineering and Industrial Management from a wide range of international contexts. It also identifies business applications and the latest findings and innovations in Operations Management and in Decision Sciences.

ECCWS 2020 20th European Conference on Cyber Warfare and Security

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Publisher : Academic Conferences and publishing limited
ISBN 13 : 1912764628
Total Pages : pages
Book Rating : 4.9/5 (127 download)

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Book Synopsis ECCWS 2020 20th European Conference on Cyber Warfare and Security by : Dr Thaddeus Eze

Download or read book ECCWS 2020 20th European Conference on Cyber Warfare and Security written by Dr Thaddeus Eze and published by Academic Conferences and publishing limited. This book was released on 2020-06-25 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: These proceedings represent the work of contributors to the 19th European Conference on Cyber Warfare and Security (ECCWS 2020), supported by University of Chester, UK on 25-26 June 2020. The Conference Co-chairs are Dr Thaddeus Eze and Dr Lee Speakman, both from University of Chester and the Programme Chair is Dr Cyril Onwubiko from IEEE and Director, Cyber Security Intelligence at Research Series Limited. ECCWS is a well-established event on the academic research calendar and now in its 19th year the key aim remains the opportunity for participants to share ideas and meet. The conference was due to be held at University of Chester, UK, but due to the global Covid-19 pandemic it was moved online to be held as a virtual event. The scope of papers will ensure an interesting conference. The subjects covered illustrate the wide range of topics that fall into this important and ever-growing area of research.

Gaming and Extremism

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Publisher : Taylor & Francis
ISBN 13 : 1003850537
Total Pages : 143 pages
Book Rating : 4.0/5 (38 download)

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Book Synopsis Gaming and Extremism by : Linda Schlegel

Download or read book Gaming and Extremism written by Linda Schlegel and published by Taylor & Francis. This book was released on 2024-03-21 with total page 143 pages. Available in PDF, EPUB and Kindle. Book excerpt: Charting the increase in the use of games for the dissemination of extremist propaganda, radicalization, recruitment, and mobilization, this book examines the "gamification of extremism." Editors Linda Schlegel and Rachel Kowert bring together a range of insights from world-leading experts in the field to provide the first comprehensive overview of gaming and extremism. The potential nexus between gaming and extremism has become a key area of concern for researchers, policymakers, and practitioners seeking to prevent and counter radicalization and this book offers insights into key trends and debates, future directions, and potential prevention efforts. This includes the exploration of how games and game adjacent spaces, such as Discord, Twitch, Steam, and DLive, are being leveraged by extremists for the purposes of radicalization, recruitment, and mobilization. Additionally, the book presents the latest counterterrorism techniques, surveys promising preventing/countering violent extremism (P/CVE) measures currently being utilized in the gaming sphere, and examines the ongoing challenges, controversies, and current gaps in knowledge in the field. This text will be of interest to students and scholars of gaming and gaming culture, as well as an essential resource for researchers and practitioners working in prevention and counter-extremism, professionals working at gaming-related tech companies, and policymakers.

Serious Games

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Publisher : Springer Nature
ISBN 13 : 3031153251
Total Pages : 269 pages
Book Rating : 4.0/5 (311 download)

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Book Synopsis Serious Games by : Heinrich Söbke

Download or read book Serious Games written by Heinrich Söbke and published by Springer Nature. This book was released on 2022-09-15 with total page 269 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 8th Joint International Conference on Serious Games, JCSG 2022, held in Weimar, Germany, in September 2022. The 14 full papers presented together with 5 short papers were carefully reviewed and selected from 31 submissions. JSCG 2022 is dedicated to serious games and its interdisciplinary characteristics combining game concepts and technologies required in the different application domains. This year’s proceedings are categorized into the following topical sub-headings: Learning Psychology, Design Aspects, Game Design, Health Games, Games Application, and Mixed Reality.

Actionable Gamification

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Publisher : Packt Publishing Ltd
ISBN 13 : 183921077X
Total Pages : 500 pages
Book Rating : 4.8/5 (392 download)

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Book Synopsis Actionable Gamification by : Yu-kai Chou

Download or read book Actionable Gamification written by Yu-kai Chou and published by Packt Publishing Ltd. This book was released on 2019-12-03 with total page 500 pages. Available in PDF, EPUB and Kindle. Book excerpt: Learn all about implementing a good gamification design into your products, workplace, and lifestyle Key FeaturesExplore what makes a game fun and engagingGain insight into the Octalysis Framework and its applicationsDiscover the potential of the Core Drives of gamification through real-world scenariosBook Description Effective gamification is a combination of game design, game dynamics, user experience, and ROI-driving business implementations. This book explores the interplay between these disciplines and captures the core principles that contribute to a good gamification design. The book starts with an overview of the Octalysis Framework and the 8 Core Drives that can be used to build strategies around the various systems that make games engaging. As the book progresses, each chapter delves deep into a Core Drive, explaining its design and how it should be used. Finally, to apply all the concepts and techniques that you learn throughout, the book contains a brief showcase of using the Octalysis Framework to design a project experience from scratch. After reading this book, you'll have the knowledge and skills to enable the widespread adoption of good gamification and human-focused design in all types of industries. What you will learnDiscover ways to use gamification techniques in real-world situationsDesign fun, engaging, and rewarding experiences with OctalysisUnderstand what gamification means and how to categorize itLeverage the power of different Core Drives in your applicationsExplore how Left Brain and Right Brain Core Drives differ in motivation and design methodologiesExamine the fascinating intricacies of White Hat and Black Hat Core DrivesWho this book is for Anyone who wants to implement gamification principles and techniques into their products, workplace, and lifestyle will find this book useful.

Intelligent Computing

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Publisher : Springer Nature
ISBN 13 : 3031379632
Total Pages : 1492 pages
Book Rating : 4.0/5 (313 download)

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Book Synopsis Intelligent Computing by : Kohei Arai

Download or read book Intelligent Computing written by Kohei Arai and published by Springer Nature. This book was released on 2023-08-19 with total page 1492 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is a collection of extremely well-articulated, insightful and unique state-ofthe-art papers presented at the Computing Conference which took place in London on June 22–23, 2023. A total of 539 papers were received out of which 193 were selected for presenting after double-blind peer-review. The book covers a wide range of scientific topics including IoT, Artificial Intelligence, Computing, Data Science, Networking, Data security and Privacy, etc. The conference was successful in reaping the advantages of both online and offline modes. The goal of this conference is to give a platform to researchers with fundamental contributions and to be a premier venue for academic and industry practitioners to share new ideas and development experiences. We hope that readers find this book interesting and valuable. We also expect that the conference and its publications will be a trigger for further related research and technology improvements in this important subject.

ECGBL 2021 15th European Conference on Game-Based Learning

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Author :
Publisher : Academic Conferences Limited
ISBN 13 : 1914587138
Total Pages : pages
Book Rating : 4.9/5 (145 download)

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Book Synopsis ECGBL 2021 15th European Conference on Game-Based Learning by : Panagiotis Fotaris

Download or read book ECGBL 2021 15th European Conference on Game-Based Learning written by Panagiotis Fotaris and published by Academic Conferences Limited. This book was released on 2021-09-23 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:

Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning

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Author :
Publisher : IGI Global
ISBN 13 : 1799872734
Total Pages : 958 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning by : Lane, Carol-Ann

Download or read book Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning written by Lane, Carol-Ann and published by IGI Global. This book was released on 2022-01-07 with total page 958 pages. Available in PDF, EPUB and Kindle. Book excerpt: Emerging technologies are becoming more prevalent in global classrooms. Traditional literacy pedagogies are shifting toward game-based pedagogy, addressing 21st century learners. Therefore, within this context there remains a need to study strategies to engage learners in meaning-making with some element of virtual design. Technology supports the universal design learning framework because it can increase the access to meaningful engagement in learning and reduce barriers. The Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning provides theoretical frameworks and empirical research findings in digital technology and multimodal ways of acquiring literacy skills in the 21st century. This book gains a better understanding of how technology can support leaner frameworks and highlights research on discovering new pedagogical boundaries by focusing on ways that the youth learn from digital sources such as video games. Covering topics such as elementary literacy learning, indigenous games, and student-worker training, this book is an essential resource for educators in K-12 and higher education, school administrators, academicians, pre-service teachers, game developers, researchers, and libraries.