Reiners / Wood Gamification in Education and Business
1. Auflage 2014
ISBN: 978-3-319-10208-5
Verlag: Springer International Publishing
Format: PDF
Kopierschutz: 1 - PDF Watermark
E-Book, Englisch, 749 Seiten, eBook
ISBN: 978-3-319-10208-5
Verlag: Springer International Publishing
Format: PDF
Kopierschutz: 1 - PDF Watermark
Zielgruppe
Research
Autoren/Hrsg.
Weitere Infos & Material
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 Gami?cation: Requirements and Gami?cation 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.