Gamification of Electronic Negotiation Training

Gamification of Electronic Negotiation Training PDF Author: Andreas Schmid
Publisher: Springer Nature
ISBN: 3658382619
Category : Business & Economics
Languages : en
Pages : 213

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Book Description
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.

Gamification of Electronic Negotiation Training

Gamification of Electronic Negotiation Training PDF Author: Andreas Schmid
Publisher: Springer Nature
ISBN: 3658382619
Category : Business & Economics
Languages : en
Pages : 213

Get Book Here

Book Description
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.

Group Decision and Negotiation: Behavior, Models, and Support

Group Decision and Negotiation: Behavior, Models, and Support PDF Author: Danielle Costa Morais
Publisher: Springer
ISBN: 3030217116
Category : Computers
Languages : en
Pages : 243

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Book Description
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.

Group Decision and Negotiation: Methodological and Practical Issues

Group Decision and Negotiation: Methodological and Practical Issues PDF Author: Danielle Costa Morais
Publisher: Springer Nature
ISBN: 3031079965
Category : Computers
Languages : en
Pages : 133

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Book Description
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.

Gamification-Based E-Learning Strategies for Computer Programming Education

Gamification-Based E-Learning Strategies for Computer Programming Education PDF Author: Alexandre Peixoto de Queirós, Ricardo
Publisher: IGI Global
ISBN: 1522510354
Category : Education
Languages : en
Pages : 372

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Book Description
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.

The Science of Sales Negotiation Tactics

The Science of Sales Negotiation Tactics PDF Author: Cybellium Ltd
Publisher: Cybellium
ISBN: 1836792301
Category :
Languages : en
Pages : 387

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Book Description
Designed for professionals, students, and enthusiasts alike, our comprehensive books empower you to stay ahead in a rapidly evolving digital world. * Expert Insights: Our books provide deep, actionable insights that bridge the gap between theory and practical application. * Up-to-Date Content: Stay current with the latest advancements, trends, and best practices in IT, Al, Cybersecurity, Business, Economics and Science. Each guide is regularly updated to reflect the newest developments and challenges. * Comprehensive Coverage: Whether you're a beginner or an advanced learner, Cybellium books cover a wide range of topics, from foundational principles to specialized knowledge, tailored to your level of expertise. Become part of a global network of learners and professionals who trust Cybellium to guide their educational journey. www.cybellium.com

The Gamification of Learning and Instruction Fieldbook

The Gamification of Learning and Instruction Fieldbook PDF Author: Karl M. Kapp
Publisher: John Wiley & Sons
ISBN: 1118677242
Category : Business & Economics
Languages : en
Pages : 487

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Book Description
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.

Handbook of Research on the Influence and Effectiveness of Gamification in Education

Handbook of Research on the Influence and Effectiveness of Gamification in Education PDF Author: Bernardes, Oscar
Publisher: IGI Global
ISBN: 1668442884
Category : Education
Languages : en
Pages : 869

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Book Description
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.

Smart Education and e-Learning 2017

Smart Education and e-Learning 2017 PDF Author: Vladimir L. Uskov
Publisher: Springer
ISBN: 3319594516
Category : Technology & Engineering
Languages : en
Pages : 506

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Book Description
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.

Gamification in the RhetComp Curriculum

Gamification in the RhetComp Curriculum PDF Author: Christopher McGunnigle
Publisher: Vernon Press
ISBN: 1648896103
Category : Education
Languages : en
Pages : 334

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Book Description
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.

Handbook of Research on Mobile Devices and Smart Gadgets in K-12 Education

Handbook of Research on Mobile Devices and Smart Gadgets in K-12 Education PDF Author: Khan, Amar Ali
Publisher: IGI Global
ISBN: 1522527079
Category : Education
Languages : en
Pages : 421

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Book Description
The use of technology can significantly enhance educational environments for students. It is imperative to study new software, hardware, and gadgets for the improvement of teaching and learning practices. The Handbook of Research on Mobile Devices and Smart Gadgets in K-12 Education is a pivotal reference source featuring the latest scholarly research on the opportunities and challenges of using handheld technology devices in primary and secondary education. Including coverage on a wide variety of topics and perspectives such as blended learning, game-based curriculum, and software applications, this publication is ideally designed for educators, researchers, students, and technology experts seeking current research on new trends in the use of technology in education.