Read Books Online and Download eBooks, EPub, PDF, Mobi, Kindle, Text Full Free.
Gamification Of Electronic Negotiation Training
Download Gamification Of Electronic Negotiation Training full books in PDF, epub, and Kindle. Read online Gamification Of Electronic Negotiation Training ebook anywhere anytime directly on your device. Fast Download speed and no annoying ads. We cannot guarantee that every ebooks is available!
Book Synopsis Gamification of Electronic Negotiation Training by : Andreas Schmid
Download or read book Gamification of Electronic Negotiation Training written by Andreas Schmid and published by Springer Nature. This book was released on 2022-07-15 with total page 213 pages. Available in PDF, EPUB and Kindle. Book excerpt: Organisations are involved in various types of negotiation. As digitalisation advances, such business negotiations are to a large extent electronic negotiations. Consequently, dedicated training for such electronic negotiations is important for mastering negotiation skills. The present book develops a new approach for a motivating and improved e-negotiation training by applying gamification, i.e. using game design elements in a non-game context, in order to improve participants' motivation, engagement, and learning outcomes. A negotiation support system used within an e-negotiation training is enhanced with game design elements. The book describes the design process, its theoretical foundations, and the evaluation of the gamified negotiation support system. The final quantitative evaluation shows higher motivation, engagement and better learning outcomes for participants in the gamified training compared to a conventional training. Organisations can employ the designed artefact for fundamental and effective e-negotiation training. Additionally, the book provides insights in how to design a gamified system for a particular application context.
Book Synopsis Group Decision and Negotiation: Behavior, Models, and Support by : Danielle Costa Morais
Download or read book Group Decision and Negotiation: Behavior, Models, and Support written by Danielle Costa Morais and published by Springer. This book was released on 2019-05-31 with total page 243 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 19th International Conference on Group Decision and Negotiation, GDN 2019, held in Loughborough, UK, in June 2019. The field of Group Decision and Negotiation focuses on decision processes with at least two participants and a common goal but conflicting individual goals. Research areas of Group Decision and Negotiation include electronic negotiations, experiments, the role of emotions in group decision and negotiations, preference elicitation and decision support for group decisions and negotiations, and conflict resolution principles. The 17 full papers presented in this volume were carefully reviewed and selected from 98 submissions. They were organized in topical sections named: preference modeling for group decision and negotiations; collaborative decision making processes; conflict resolution; behavioral OR, and negotiation support systems and studies.
Book Synopsis Group Decision and Negotiation: Methodological and Practical Issues by : Danielle Costa Morais
Download or read book Group Decision and Negotiation: Methodological and Practical Issues written by Danielle Costa Morais and published by Springer Nature. This book was released on 2022-05-24 with total page 133 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 22nd International Conference on Group Decision and Negotiation, GDN 2022, which was held virtually during June 12–16, 2022. The field of Group Decision and Negotiation focuses on decision processes with at least two participants and a common goal but conflicting individual goals. Research areas of Group Decision and Negotiation include electronic negotiations, experiments, the role of emotions in group decision and negotiations, preference elicitation and decision support for group decisions and negotiations, and conflict resolution principles. This year’s conference focusses on methodological and practical issues. The 9 full papers presented in this volume were carefully reviewed and selected from 68 submissions. They were organized in the following topical sections: Preference modeling for group decision and negotiation; conflict resolution; collaborative decision making processes.
Book Synopsis Gamification-Based E-Learning Strategies for Computer Programming Education by : Alexandre Peixoto de Queirós, Ricardo
Download or read book Gamification-Based E-Learning Strategies for Computer Programming Education written by Alexandre Peixoto de Queirós, Ricardo and published by IGI Global. This book was released on 2016-08-23 with total page 372 pages. Available in PDF, EPUB and Kindle. Book excerpt: Computer technologies are forever evolving and it is vital that computer science educators find new methods of teaching programming in order to maintain the rapid changes occurring in the field. One of the ways to increase student engagement and retention is by integrating games into the curriculum. Gamification-Based E-Learning Strategies for Computer Programming Education evaluates the different approaches and issues faced in integrating games into computer education settings. Featuring emergent trends on the application of gaming to pedagogical strategies and technological tactics, as well as new methodologies and approaches being utilized in computer programming courses, this book is an essential reference source for practitioners, researchers, computer science teachers, and students pursuing computer science.
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 2013-10-11 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.
Book Synopsis The Gamification of Learning and Instruction by : Karl M. Kapp
Download or read book The Gamification of Learning and Instruction written by Karl M. Kapp and published by John Wiley & Sons. This book was released on 2012-04-13 with total page 340 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Karl has written the definitive guide to gamification, which itself is accessible and engaging. He brings trends to life and illustrates the principles of gamification through numerous examples from real-world games.... There is no doubt that 'gamification' is an important and powerful weapon in the arsenal for learning, marketing, and behavior change of any kind. This book is a valuable guide for all who are trying to understand or adopt these important design principles." —FROM THE FOREWORD BY KEVIN KRUSE Games create engagement—the corner-stone of any positive learning experience. With the growing popularity of digital games and game-based interfaces, it is essential that gamification be part of every learning professional's tool box. In this comprehensive resource, international learning expert Karl M. Kapp reveals the value of game-based mechanics to create meaningful learning experiences. Drawing together the most current information and relevant research in one resource, The Gamification of Learning and Instruction shows how to create and design games that are effective and meaningful for learners. Kapp introduces, defines, and describes the concept of gamification and then dissects several examples of games to determine the elements that provide the most positive results for the players. He explains why these elements are critical to the success of learning. The Gamification of Learning and Instruction is based on solid research and the author includes peer-reviewed results from dozens of studies that offer insights into why game-based thinking and mechanics makes for vigorous learning tools. Not all games or gamification efforts are the same, the gamification of learning and instruction requires matching instructional content with the right game mechanics and game thinking. Moving beyond the theoretical considerations, the author explores how to design and develop gamification efforts. Kapp discusses how to create a successful game design document and includes a model for managing the entire game and gamification design process. The Gamification of Learning and Instruction provides learning professional with the help they need to put the power of game design to work. Follow Karl on his widely-read "Kapp Notes" blog at www.kaplaneduneering.com/kappnotes/
Book Synopsis Smart Education and e-Learning 2017 by : Vladimir L. Uskov
Download or read book Smart Education and e-Learning 2017 written by Vladimir L. Uskov and published by Springer. This book was released on 2017-05-25 with total page 506 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book gathers the contributions presented at the 4th International KES Conference on Smart Education and Smart e-Learning (KES-SEEL-17), which took place in Vilamoura, Algarve, Portugal, June 21–23, 2017. Smart education and smart e-Learning are emerging and rapidly growing areas. They represent the innovative integration of smart systems, technologies and objects, smart environments, smart pedagogy, smart learning and academic analytics, various branches of computer science and computer engineering, and state-of-the-art smart educational software and/or hardware systems. It contains a total of 48 peer-reviewed book chapters that are grouped into several parts: Part 1 – Smart Pedagogy, Part 2 – Smart e-Learning, Part 3 – Systems and Technologies for Smart Education, Part 4 – Smart Teaching, and Part 5 – Smart Education: National Initiatives and Approaches. The book offers a valuable source of research data, information on best practices, and case studies for educators, researchers, Ph.D. students, administrators, and practitioners—and all those who are interested in innovative areas of smart education and smart e-Learning.
Book Synopsis ECEL 2018 17th European Conference on e-Learning by : Klimis Ntalianis
Download or read book ECEL 2018 17th European Conference on e-Learning written by Klimis Ntalianis and published by Academic Conferences and publishing limited. This book was released on 2018-11-01 with total page 756 pages. Available in PDF, EPUB and Kindle. Book excerpt: The European Conference on e-Learning was established 17 years ago. It has been held in France, Portugal, England, The Netherlands, Greece and Denmark to mention only a few of the countries who have hosted it. ECEL is generally attended by participants from more than 40 countries and attracts an interesting combination of academic scholars, practitioners and individuals who are engaged in various aspects of e-Learning. Among other journals, the Electronic Journal of e-Learning publishes a special edition of the best papers presented at this conference.
Book Synopsis Systems, Software and Services Process Improvement by : Christian Kreiner
Download or read book Systems, Software and Services Process Improvement written by Christian Kreiner and published by Springer. This book was released on 2016-08-31 with total page 348 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume constitutes the refereed proceedings of the 23rd EuroSPI conference, held in Graz, Austria, in September 2016.The 15 revised full papers presented together with 14 selected key notes and workshop papers were carefully reviewed and selected from 51 submissions. They are organized in topical sections on SPI and the ISO/IEC 29110 standard; communication and team issues in SPI; SPI and assessment; SPI in secure and safety critical environments; SPI initiatives; GamifySPI; functional safety; supporting innovation and improvement.
Book Synopsis Handbook of Research on the Influence and Effectiveness of Gamification in Education by : Bernardes, Oscar
Download or read book Handbook of Research on the Influence and Effectiveness of Gamification in Education written by Bernardes, Oscar and published by IGI Global. This book was released on 2022-05-20 with total page 869 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gamification is an increasingly popular technology that has been utilized across a number of fields such as business, medicine, and education. As education continues to turn toward online teaching and learning, gamification is one of many new technologies that have been proven to assist educators in providing holistic and effective instruction. Additional research is required to ensure this technology is utilized appropriately within the classroom. The Handbook of Research on the Influence and Effectiveness of Gamification in Education considers the importance of gamification in the current learning environment and discusses the best practices, opportunities, and challenges of this innovative technology within an educational setting. Covering a wide range of critical topics such as engagement, serious games, and escape rooms, this major reference work is essential for policymakers, academicians, administrators, scholars, researchers, practitioners, instructors, and students.
Book Synopsis ECGBL 2020 14th European Conference on Game-Based Learning by : Panagiotis Fotaris
Download or read book ECGBL 2020 14th European Conference on Game-Based Learning written by Panagiotis Fotaris and published by Academic Conferences limited. This book was released on 2020-09-24 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: These proceedings represent the work of contributors to the 14th European Conference on Games Based Learning (ECGBL 2020), hosted by The University of Brighton on 24-25 September 2020. The Conference Chair is Panagiotis Fotaris and the Programme Chairs are Dr Katie Piatt and Dr Cate Grundy, all from University of Brighton, UK.
Book Synopsis Networks and Systems in Cybernetics by : Radek Silhavy
Download or read book Networks and Systems in Cybernetics written by Radek Silhavy and published by Springer Nature. This book was released on 2023-07-14 with total page 746 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Networks and Systems in Cybernetics section continues to be a highly relevant and rapidly evolving area of research, encompassing modern advancements in informatics and cybernetics within network and system contexts. This field is at the forefront of developing cutting-edge technologies that can tackle complex challenges and improve various aspects of our lives. The latest research in this field is featured in this book, which provides a comprehensive overview of recent methods, algorithms, and designs. The book comprises the refereed proceedings of the Cybernetics Perspectives in Systems session of the 12th Computer Science Online Conference 2023 (CSOC 2023), which was held online in April 2023. The book offers a unique opportunity to explore the latest advances in cybernetics and informatics and their applications in a range of domains. It brings together experts from various disciplines to share their insights and collaborate on research that can shape the future of our world. One of the key themes of this section is the application of cybernetics in intelligent systems. This area has significant potential to revolutionize a range of industries. Researchers are exploring how cybernetic principles can be used to create intelligent systems that can learn, adapt, and optimize their performance over time.
Book Synopsis Simulation and Game-Based Learning in Emergency and Disaster Management by : Drumhiller, Nicole K.
Download or read book Simulation and Game-Based Learning in Emergency and Disaster Management written by Drumhiller, Nicole K. and published by IGI Global. This book was released on 2021-04-02 with total page 290 pages. Available in PDF, EPUB and Kindle. Book excerpt: Simulation and game-based learning are essential applications in a learning environment as they provide learners an opportunity to apply the course material in real-life scenarios. Introducing real-life learning allows the learner to make critical decisions at different points within the simulation providing constructive education that leads to a cognitive understanding of the material. The use of simulations provides the learner with the ability to cognitively store and recall learning in real-life experiences. Therefore, it is crucial to not only provide course material but to have students apply what they have learned in simulations that replicate real-life scenarios. These learned skills are essential for students to be marketable and thrive in a career field where decision making, problem solving, and critical thinking are job requirements. Simulation and Game-Based Learning in Emergency and Disaster Management is a cutting-edge research book that examines the best practices and holistic development when it comes to simulation learning within emergency and disaster management as well as global security. Drawing upon the neuroscience of learning, classroom instruction can be enhanced to incorporate active-experiential learning activities that positively impact a learner with long-term information retention. Each simulation project is carried out in different environments, with different goals in mind, and developed under various constraints. For these reasons, this book will provide insight into the simulation planning and development process, provide examples of online simulations and game-based learning activities, and provide insight on simulation development and implementation that can be used across disciplines in educational and training settings. As such, it is ideal for academicians, instructional designers, curriculum designers, education professionals, researchers, and students.
Book Synopsis Gamification in the RhetComp Curriculum by : Christopher McGunnigle
Download or read book Gamification in the RhetComp Curriculum written by Christopher McGunnigle and published by Vernon Press. This book was released on 2023-01-17 with total page 334 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gamification is an up and coming popular trend in all levels and types of education, including public and private schools, higher education, the military, the private sector, and elsewhere. Gamification introduces aspects of game design like teamwork, competition, rewards and prizes, storytelling, and more into lesson plan units. In many cases, actual games, whether it be Scrabble, Hangman, Candy Crush, Dungeons & Dragons, and many others, are adapted into educational tools. This chapter collection will specifically look at the use of gamification techniques in Freshmen Writing courses and related Composition, Writing and Rhetoric classes. Each chapter will provide sample gamified lessons supported by relevant scholarship in both Gamification Theory and Writing Studies.
Book Synopsis Game On - Reinventing Organizational Culture with Gamification by : Arthur Carmazzi
Download or read book Game On - Reinventing Organizational Culture with Gamification written by Arthur Carmazzi and published by . This book was released on 2020-09-25 with total page 208 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game On - Reinventing Organizational Culture with Gamification The Definition of Work Gamification: "The Systematic facilitation of helping team members combine measurement, motivational psychology, and basic fun in existing or improved Work Processes or Activities, with the objective of fostering desired behaviors and results".Game On shares research, case studies and step by step processes that will take you on a fun journey of culture evolution success while impacting your teams' innovation and lives. And with Pandemic ready strategies, you can easily start getting results immediately WHAT EXPERTS SAY "The reinvention of organizational culture to build positive lasting change where people enjoy work, find meaning and purpose in work, and support others to do the same. But GAME ON, takes it a step further so that we not only cultivate a happier more productive work environment but also a fun one." Dr Marshal Goldsmith, New York Times best selling author of "MOJO" and "What Got You Here Won't Get You There" "A revolution in Culture Change, Arthur's Gamification research make it easy and fun to achieve visible engagement and innovation in a short time, and with the step by step virtual implementation, this is a must get book for current times. A must read!" Chester Elton, Best-Selling author of "All In" and "Leading With Gratitude" "Game On is a timely book, providing proven tools and techniques to make working together more fun. This is vital in the world today, when new learning, greater joy, and better collaboration are keys to your success." Ron Kaufman, New York Times bestselling author of "Uplifting Service" "This book is a "game changer" in the new normal, it expands on the emotional and motivational foundations of passion at work with practical and fun strategies that can truly redefine an organizational culture." Louis Carter, Bestselling author of In "Great Company", pioneer of the emotional connectedness at work movement, and CEO of The Best Practicess Institute "Game On' is an enlightening set of strategies and research on human behavior and how work and results can be fun. It's an exciting book that's fun to read and extremely practical. I highly recommend this for any sized organization that seeks to enhance its bottom line and the people that fuels its growth." Greg Williams, The Master Negotiator, Body Language Expert Filled with engaging stories and examples, Game On will have you and your team members looking at the combination of work and fun in a whole new way! An easy yet highly useful read, this is one of those books that should be on every leader's bookshelf.." Brenda Bence, Thinkers50 World Leader in Coaching, Top 10 Professional Coach and #1 Branding Guru by GlobalGurus, Bestselling author to the book page What you will get in this book Setting up the Game board of The New Organizational Culture objective How the PFB (Post Facebook) Era has Changed the Game Rules Technology vs. Humanity Entering the Realm of The Psychology of FUN Bonus Round for Climbing the Tower of Trust The Secret Amulet of "Measure Everything" Reaching the Higher Levels of Performance The Digital Transformation Pre-Formation Choosing the Leader Avatar - Can you Measure Up? Messing with the Game Mechanics to WIN Achieving the Ultimate Organizational Culture Pandemic Ready Culture Gamification Strategies
Author :Management Association, Information Resources Publisher :IGI Global ISBN 13 :1668437112 Total Pages :1971 pages Book Rating :4.6/5 (684 download)
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.
Book Synopsis Gamification for Human Factors Integration: Social, Education, and Psychological Issues by : Bishop, Jonathan
Download or read book Gamification for Human Factors Integration: Social, Education, and Psychological Issues written by Bishop, Jonathan and published by IGI Global. This book was released on 2014-01-31 with total page 362 pages. Available in PDF, EPUB and Kindle. Book excerpt: With the popularity and ease-of-access to internet technologies, especially social networking, a number of human-centered issues has developed including internet addiction and cyber bullying. In an effort to encourage positive behavior, it is believed that applying gaming principles to non-gaming environments through gamification can assist in improving human interaction online. Gamification for Human Factors Integration: Social, Educational, and Psychological Issues presents information and best practices for promoting positive behavior online through gamification applications in social, educational, and psychological contexts. Through up-to-date research and practical applications, educators, academicians, information technology professionals, and psychologists will gain valuable insight into human-internet interaction and a possible solution for improving the relationship between society and technology.