Author: Keengwe, Jared
Publisher: IGI Global
ISBN: 1522563326
Category : Education
Languages : en
Pages : 441
Book Description
Global awareness and competency has become an essential part of higher education and professional development. Expanding beyond the traditional ideas of learning and education, it is important to provide research that will help students prepare for the global future. The Handbook of Research on Promoting Higher-Order Skills and Global Competencies in Life and Work is a pivotal reference source that provides vital research on the intersection of life and work skills in higher education and professional development. While highlighting topics such as research engagement, learning assessment, and multicultural competence, this publication explores the preparation of twenty-first century learners, as well as the methods of promoting critical and creative thinking. This book is ideally designed for educators, academicians, education administrators, researchers, and upper-level students seeking current research on global knowledge and skills in contemporary education and organizations.
Handbook of Research on Promoting Higher-Order Skills and Global Competencies in Life and Work
Author: Keengwe, Jared
Publisher: IGI Global
ISBN: 1522563326
Category : Education
Languages : en
Pages : 441
Book Description
Global awareness and competency has become an essential part of higher education and professional development. Expanding beyond the traditional ideas of learning and education, it is important to provide research that will help students prepare for the global future. The Handbook of Research on Promoting Higher-Order Skills and Global Competencies in Life and Work is a pivotal reference source that provides vital research on the intersection of life and work skills in higher education and professional development. While highlighting topics such as research engagement, learning assessment, and multicultural competence, this publication explores the preparation of twenty-first century learners, as well as the methods of promoting critical and creative thinking. This book is ideally designed for educators, academicians, education administrators, researchers, and upper-level students seeking current research on global knowledge and skills in contemporary education and organizations.
Publisher: IGI Global
ISBN: 1522563326
Category : Education
Languages : en
Pages : 441
Book Description
Global awareness and competency has become an essential part of higher education and professional development. Expanding beyond the traditional ideas of learning and education, it is important to provide research that will help students prepare for the global future. The Handbook of Research on Promoting Higher-Order Skills and Global Competencies in Life and Work is a pivotal reference source that provides vital research on the intersection of life and work skills in higher education and professional development. While highlighting topics such as research engagement, learning assessment, and multicultural competence, this publication explores the preparation of twenty-first century learners, as well as the methods of promoting critical and creative thinking. This book is ideally designed for educators, academicians, education administrators, researchers, and upper-level students seeking current research on global knowledge and skills in contemporary education and organizations.
Gamification: Concepts, Methodologies, Tools, and Applications
Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1466682019
Category : Computers
Languages : en
Pages : 2250
Book Description
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.
Publisher: IGI Global
ISBN: 1466682019
Category : Computers
Languages : en
Pages : 2250
Book Description
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.
Gamification Competency Assessments - Life Sciences
Author: Ganesh Shermon
Publisher: Lulu.com
ISBN: 1387226835
Category : Business & Economics
Languages : en
Pages : 260
Book Description
Gamification in Talent Assessments and Competency Management is an engaging mechanic to include games, events, episodes, drama, simulations, experiences, creativity, technology, learning styles, goal orientation, reward desires, human needs, social interactions, senses to high potential talent, employers, experts, analysts and assessors to collaboratively build talent scenarios for a a leadership pipeline. A game designing process of evolution and feedback that is inclusive, behaviorally energizing, fun and learning oriented. It offers players to build upon existing tech platforms and Talent Management - HRIS systems to actively integrate evaluation behaviors to analytics, intelligence, social collaboration, automation to leadership competency and performance based team working. Gamification strives to build upon people's desire to express, seek identity, contribute, reach out to and offer rewards in an innovative way.
Publisher: Lulu.com
ISBN: 1387226835
Category : Business & Economics
Languages : en
Pages : 260
Book Description
Gamification in Talent Assessments and Competency Management is an engaging mechanic to include games, events, episodes, drama, simulations, experiences, creativity, technology, learning styles, goal orientation, reward desires, human needs, social interactions, senses to high potential talent, employers, experts, analysts and assessors to collaboratively build talent scenarios for a a leadership pipeline. A game designing process of evolution and feedback that is inclusive, behaviorally energizing, fun and learning oriented. It offers players to build upon existing tech platforms and Talent Management - HRIS systems to actively integrate evaluation behaviors to analytics, intelligence, social collaboration, automation to leadership competency and performance based team working. Gamification strives to build upon people's desire to express, seek identity, contribute, reach out to and offer rewards in an innovative way.
A Competency-Based Approach for Student Leadership Development
Author: Corey Seemiller
Publisher: John Wiley & Sons
ISBN: 1119484073
Category : Education
Languages : en
Pages : 123
Book Description
Looking to foster student leadership competency development? With this volume, you'll gain the latest research, resources, and tools to do just that. There are many factors to consider when providing educational experiences that foster student leadership competency development. But, the process of designing, facilitating, and assessing these experiences to be both effective and meaningful can be elusive and challenging. In this volume, a variety of scholars offer diverse perspectives and nuanced expertise that address the following questions: What leadership competencies are the most critical for students to develop? How can we ensure students are ready to develop leadership competencies? What instructional strategies and program design elements can we use to effectively enhance leadership competency development? How do we help students and educators track and measure leadership competency learning and growth? The Jossey-Bass quarterly report series New Directions for Student Leadership explores leadership concepts and pedagogical topics of interest to high school and college leadership educators. Issues are grounded in scholarship and feature practical applications and best practices in youth and adult leadership education.
Publisher: John Wiley & Sons
ISBN: 1119484073
Category : Education
Languages : en
Pages : 123
Book Description
Looking to foster student leadership competency development? With this volume, you'll gain the latest research, resources, and tools to do just that. There are many factors to consider when providing educational experiences that foster student leadership competency development. But, the process of designing, facilitating, and assessing these experiences to be both effective and meaningful can be elusive and challenging. In this volume, a variety of scholars offer diverse perspectives and nuanced expertise that address the following questions: What leadership competencies are the most critical for students to develop? How can we ensure students are ready to develop leadership competencies? What instructional strategies and program design elements can we use to effectively enhance leadership competency development? How do we help students and educators track and measure leadership competency learning and growth? The Jossey-Bass quarterly report series New Directions for Student Leadership explores leadership concepts and pedagogical topics of interest to high school and college leadership educators. Issues are grounded in scholarship and feature practical applications and best practices in youth and adult leadership education.
Gamification for Product Excellence
Author: Mike Hyzy
Publisher: Packt Publishing Ltd
ISBN: 1837634432
Category : Computers
Languages : en
Pages : 350
Book Description
Streamline your product management process with gamification strategies, frameworks, and best practices from experts to create remarkable products Key Features Design gamification frameworks that captivate users and deliver a compelling experience Build a successful gamification strategy to go from concept to prototype to production with ease Gamify product management processes using game techniques to effectively lead teams and stakeholders Purchase of the print or Kindle book includes a free PDF eBook Book DescriptionAre you trying to build a product that your audience loves to use? Game mechanics and psychology have been used for decades to increase engagement, convert users to buyers, and increase audience retention. Learning when and where to implement these tools can take your product from the middle of the pack to a must-have! This book begins by helping you get a clear understanding of gamification, its key concepts, and how product managers can leverage it to drive user engagement in non-game scenarios. As you progress through the chapters, you’ll learn different gamification frameworks, mechanics, and elements with structured ways to implement them while designing a successful gamification strategy tailored to a business case. You'll get a chance to implement and test the designed strategy prototype with the users for feedback. You’ll also discover how to sell your strategy to stakeholders to get full buy-in from the top down, along with how to gamify your product development process to drive innovation, engagement, and motivation. By the end of this book, you'll be primed to harness the power of gamification, and will have benefited from proven case studies, best practices, and tips, ensuring you are well-equipped to apply gamification principles to your work as a product development professional.What you will learn Explore gamification and learn how to engage your user with it Gain insights into the functionality and implementation of different gamification frameworks Master specific game elements and mechanics that can be used to improve user experiences Design a successful gamification strategy to test your hypothesis and develop a business case Implement and test the prototype you’ve created with users for feedback Say the right words to sell your gamification strategy to stakeholders Use design thinking exercises and game elements to improve the product management process Who this book is forIf you are a product manager, product leader, or product designer weaving gamified experiences and crafting exceptional digital products from conception to reality, then this book is the absolute right pick for you. The topics covered will enable you to level up your products and unleash their full potential through gamification. All the gamification strategies and frameworks discussed in this book can be practically applied across different domains with ease.
Publisher: Packt Publishing Ltd
ISBN: 1837634432
Category : Computers
Languages : en
Pages : 350
Book Description
Streamline your product management process with gamification strategies, frameworks, and best practices from experts to create remarkable products Key Features Design gamification frameworks that captivate users and deliver a compelling experience Build a successful gamification strategy to go from concept to prototype to production with ease Gamify product management processes using game techniques to effectively lead teams and stakeholders Purchase of the print or Kindle book includes a free PDF eBook Book DescriptionAre you trying to build a product that your audience loves to use? Game mechanics and psychology have been used for decades to increase engagement, convert users to buyers, and increase audience retention. Learning when and where to implement these tools can take your product from the middle of the pack to a must-have! This book begins by helping you get a clear understanding of gamification, its key concepts, and how product managers can leverage it to drive user engagement in non-game scenarios. As you progress through the chapters, you’ll learn different gamification frameworks, mechanics, and elements with structured ways to implement them while designing a successful gamification strategy tailored to a business case. You'll get a chance to implement and test the designed strategy prototype with the users for feedback. You’ll also discover how to sell your strategy to stakeholders to get full buy-in from the top down, along with how to gamify your product development process to drive innovation, engagement, and motivation. By the end of this book, you'll be primed to harness the power of gamification, and will have benefited from proven case studies, best practices, and tips, ensuring you are well-equipped to apply gamification principles to your work as a product development professional.What you will learn Explore gamification and learn how to engage your user with it Gain insights into the functionality and implementation of different gamification frameworks Master specific game elements and mechanics that can be used to improve user experiences Design a successful gamification strategy to test your hypothesis and develop a business case Implement and test the prototype you’ve created with users for feedback Say the right words to sell your gamification strategy to stakeholders Use design thinking exercises and game elements to improve the product management process Who this book is forIf you are a product manager, product leader, or product designer weaving gamified experiences and crafting exceptional digital products from conception to reality, then this book is the absolute right pick for you. The topics covered will enable you to level up your products and unleash their full potential through gamification. All the gamification strategies and frameworks discussed in this book can be practically applied across different domains with ease.
Handbook of Research on Establishing Digital Competencies in the Pursuit of Online Learning
Author: Podovšovnik, Eva
Publisher: IGI Global
ISBN: 166847011X
Category : Education
Languages : en
Pages : 460
Book Description
After two years of forced changes in the educational system and shifting to a new model where online learning became a reality, students and teachers gained a lot of experience and new insights into online learning. Thus, it is relevant for educators, managers of schools, and developers of online applications to understand what was learned during the pandemic in order to adapt to the new situation. The Handbook of Research on Establishing Digital Competencies in the Pursuit of Online Learning considers important lessons learned about online teaching during the pandemic, the experiences of educators, and the perspectives of students and teachers. The book also assists educators in designing their learning process for it to be more student- and teacher-oriented. Covering key topics such as technology, digital skills, and distance learning, this reference work is ideal for industry professionals, administrators, policymakers, principals, researchers, academicians, scholars, instructors, and students.
Publisher: IGI Global
ISBN: 166847011X
Category : Education
Languages : en
Pages : 460
Book Description
After two years of forced changes in the educational system and shifting to a new model where online learning became a reality, students and teachers gained a lot of experience and new insights into online learning. Thus, it is relevant for educators, managers of schools, and developers of online applications to understand what was learned during the pandemic in order to adapt to the new situation. The Handbook of Research on Establishing Digital Competencies in the Pursuit of Online Learning considers important lessons learned about online teaching during the pandemic, the experiences of educators, and the perspectives of students and teachers. The book also assists educators in designing their learning process for it to be more student- and teacher-oriented. Covering key topics such as technology, digital skills, and distance learning, this reference work is ideal for industry professionals, administrators, policymakers, principals, researchers, academicians, scholars, instructors, and students.
Principles of gamification for educational software
Author: Rafael Mellado
Publisher: Editora Dialética
ISBN: 6527039247
Category : Education
Languages : en
Pages : 146
Book Description
"Principles of Gamification for Educational Software" is an essential guide for educators and designers seeking to transform learning through gamification. With a multidisciplinary approach, this book explores the theoretical and practical foundations of applying game elements in technology-mediated educational environments. Through a comprehensive literature review and case studies, the authors analyze the principles, mechanics, and dynamics that make gamification an effective strategy for increasing student motivation, engagement, and learning. Additionally, they address the psychological, pedagogical, and social aspects that influence the design and implementation of gamified experiences. With a practical focus, the book offers concrete tools and guides for designing gamified educational software, including examples, templates, and recommendations. The authors also provide a critical and reflective perspective on gamification's potential risks and limitations, promoting a responsible and well-founded use of this strategy. "Principles of Gamification for Educational Software" is a valuable resource for anyone interested in exploring new teaching and learning methods in the digital age. Whether you are a teacher, instructional designer, or education enthusiast, this book will provide the tools and knowledge necessary to embark on the fascinating world of gamification applied to education.
Publisher: Editora Dialética
ISBN: 6527039247
Category : Education
Languages : en
Pages : 146
Book Description
"Principles of Gamification for Educational Software" is an essential guide for educators and designers seeking to transform learning through gamification. With a multidisciplinary approach, this book explores the theoretical and practical foundations of applying game elements in technology-mediated educational environments. Through a comprehensive literature review and case studies, the authors analyze the principles, mechanics, and dynamics that make gamification an effective strategy for increasing student motivation, engagement, and learning. Additionally, they address the psychological, pedagogical, and social aspects that influence the design and implementation of gamified experiences. With a practical focus, the book offers concrete tools and guides for designing gamified educational software, including examples, templates, and recommendations. The authors also provide a critical and reflective perspective on gamification's potential risks and limitations, promoting a responsible and well-founded use of this strategy. "Principles of Gamification for Educational Software" is a valuable resource for anyone interested in exploring new teaching and learning methods in the digital age. Whether you are a teacher, instructional designer, or education enthusiast, this book will provide the tools and knowledge necessary to embark on the fascinating world of gamification applied to education.
Gamification
Author: Stefan Stieglitz
Publisher: Springer
ISBN: 3319455575
Category : Computers
Languages : en
Pages : 166
Book Description
This compendium introduces game theory and gamification to a number of different domains and describes their professional application in information systems. It explains how playful functions can be implemented in various contexts and highlights a range of concrete scenarios planned and developed for several large corporations. In its first part the book presents the fundamentals, concepts and theories of gamification. This is followed by separate application-oriented sections – each containing several cases – that focus on the use of gamification in customer management, innovation management, teaching and learning, mobile applications and as an element of virtual worlds. The book offers a valuable resource for readers looking for inspiration and guidance in finding a practical approach to gamification.
Publisher: Springer
ISBN: 3319455575
Category : Computers
Languages : en
Pages : 166
Book Description
This compendium introduces game theory and gamification to a number of different domains and describes their professional application in information systems. It explains how playful functions can be implemented in various contexts and highlights a range of concrete scenarios planned and developed for several large corporations. In its first part the book presents the fundamentals, concepts and theories of gamification. This is followed by separate application-oriented sections – each containing several cases – that focus on the use of gamification in customer management, innovation management, teaching and learning, mobile applications and as an element of virtual worlds. The book offers a valuable resource for readers looking for inspiration and guidance in finding a practical approach to gamification.
The Routledge Companion to Aural Skills Pedagogy
Author: Kent Cleland
Publisher: Taylor & Francis
ISBN: 1000357457
Category : Education
Languages : en
Pages : 517
Book Description
The Routledge Companion to Aural Skills Pedagogy offers a comprehensive survey of issues, practice, and current developments in the teaching of aural skills. The volume regards aural training as a lifelong skill that is engaged with before, during, and after university or conservatoire studies in music, central to the holistic training of the contemporary musician. With an international array of contributors, the volume captures diverse perspectives on aural-skills pedagogy, and enables conversation between different regions. It addresses key new developments such as the use of technology for aural training and the use of popular music. This book will be an essential resource and reference for all university and conservatoire instructors in aural skills, as well as students preparing for teaching careers in music.
Publisher: Taylor & Francis
ISBN: 1000357457
Category : Education
Languages : en
Pages : 517
Book Description
The Routledge Companion to Aural Skills Pedagogy offers a comprehensive survey of issues, practice, and current developments in the teaching of aural skills. The volume regards aural training as a lifelong skill that is engaged with before, during, and after university or conservatoire studies in music, central to the holistic training of the contemporary musician. With an international array of contributors, the volume captures diverse perspectives on aural-skills pedagogy, and enables conversation between different regions. It addresses key new developments such as the use of technology for aural training and the use of popular music. This book will be an essential resource and reference for all university and conservatoire instructors in aural skills, as well as students preparing for teaching careers in music.
Learning Technologies and Systems
Author: Carina S. González-González
Publisher: Springer Nature
ISBN: 3031330234
Category : Computers
Languages : en
Pages : 553
Book Description
This book constitutes the refereed conference proceedings of the 21st International Conference on Web-Based Learning, ICWL 2022 and 7th International Symposium on Emerging Technologies for Education, SETE 2022, held in Tenerife, Spain in November 21–23, 2022. The 45 full papers and 5 short papers included in this book were carefully reviewed and selected from 82 submissions. The topics proposed in the ICWL&SETE Call for Papers included several relevant issues, ranging from Semantic Web for E-Learning, through Learning Analytics, Computer-Supported Collaborative Learning, Assessment, Pedagogical Issues, E-learning Platforms, and Tools, to Mobile Learning. In addition to regular papers, ICWL&SETE 2022 also featured a set of special workshops and tracks: The 5th International Workshop on Educational Technology for Language Learning (ETLL 2022), The 6th International Symposium on User Modeling and Language Learning (UMLL 2022), Digitalization in Language and Cross-Cultural Education, First Workshop on Hardware and software systems as enablers for lifelong learning (HASSELL).
Publisher: Springer Nature
ISBN: 3031330234
Category : Computers
Languages : en
Pages : 553
Book Description
This book constitutes the refereed conference proceedings of the 21st International Conference on Web-Based Learning, ICWL 2022 and 7th International Symposium on Emerging Technologies for Education, SETE 2022, held in Tenerife, Spain in November 21–23, 2022. The 45 full papers and 5 short papers included in this book were carefully reviewed and selected from 82 submissions. The topics proposed in the ICWL&SETE Call for Papers included several relevant issues, ranging from Semantic Web for E-Learning, through Learning Analytics, Computer-Supported Collaborative Learning, Assessment, Pedagogical Issues, E-learning Platforms, and Tools, to Mobile Learning. In addition to regular papers, ICWL&SETE 2022 also featured a set of special workshops and tracks: The 5th International Workshop on Educational Technology for Language Learning (ETLL 2022), The 6th International Symposium on User Modeling and Language Learning (UMLL 2022), Digitalization in Language and Cross-Cultural Education, First Workshop on Hardware and software systems as enablers for lifelong learning (HASSELL).