Gamification: Concepts, Methodologies, Tools, and Applications

Gamification: Concepts, Methodologies, Tools, and Applications PDF Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1466682019
Category : Computers
Languages : en
Pages : 2250

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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: Concepts, Methodologies, Tools, and Applications

Gamification: Concepts, Methodologies, Tools, and Applications PDF Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1466682019
Category : Computers
Languages : en
Pages : 2250

Get Book Here

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.

Electronic Participation

Electronic Participation PDF Author: Peter Parycek
Publisher: Springer
ISBN: 3319643223
Category : Computers
Languages : en
Pages : 169

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Book Description
This book constitutes the proceedings of the 9th IFIP WG 8.5 International Conference on Electronic Participation, ePart 2017, held in St. Petersburg, Russia, in September 2017.The 11 revised full papers presented in this book were carefully reviewed and selected from 14 submissions. The papers reflect completed multi-disciplinary research ranging from policy analysis and conceptual modeling to programming and visualization of simulation models. They are organized in four topical threads: methodological issues in e-participation; e-participation implementations; policy modeling and policy informatics; critical reflections.

Design Thinking as a Strategic Approach to E-Participation

Design Thinking as a Strategic Approach to E-Participation PDF Author: Ilaria Mariani
Publisher: Springer Nature
ISBN: 3031721608
Category :
Languages : en
Pages : 130

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Book Description


Organizational Gamification

Organizational Gamification PDF Author: Mikko Vesa
Publisher: Routledge
ISBN: 100035105X
Category : Business & Economics
Languages : en
Pages : 258

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Book Description
This edited volume presents an interdisciplinary collection of texts that examine the practice of gamification, the use of game design elements in non-game contexts, specifically as an organization and management research problem. As we travel deeper into the twenty-first century, it is becoming increasingly clear the late modernity is re defining its take on games and play. Following what has been termed a general ludification or playification of society, corporations are beginning to see games and play as resources rather than as a wasteful practice. We are witnessing the emergence of the practice of gamificiation with the intention of mobilizing play’s motivational power for capitalist production. This book outlines both the essential "how tos" and also critically explores their links to diverse strands of organization theory such as institutionalism, business ethics, critical theory and organizational behavior. Gamification research has been mostly conducted within disciplines such as information studies, game studies and information systems science. This is a paradoxical state of affairs; whilst gamification aims at being a transformative intervention in work processes and practices and is being deployed as such by practitioners. This book will be of value to researchers, academics and students interested in management and organization studies.

The Effects of Technology and Institutions on E-Participation

The Effects of Technology and Institutions on E-Participation PDF Author: Pragati Rawat
Publisher: Routledge
ISBN: 1000533034
Category : Political Science
Languages : en
Pages : 102

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Book Description
In this book Pragati Rawat and John C. Morris identify and evaluate the impact of factors that can help explain the difference in e-participation, public participation using information and communication technology, in different countries. While cross-sectional studies have been covered, few have taken an in-depth look at cross-national studies. This book attempts to fill the gap using quantitative panel data to explore the influence of technology and institutions, and the impact of their complex relationships in a mediation and moderation analysis, on e-participation. The current study reviews the scholarly work in the field of “offline” and “online participation” to identify a set of antecedents that influence e-participation. A conceptual framework is developed, supported by the theories from the public policy and socio-technical premise. The authors utilize secondary data, primarily from the UN and World Economic Forum, for 143 countries from three waves of surveys to measure the dependent and explanatory variables. The panel data is statistically analyzed and findings reveal the role of technology as a mediator as well as a moderator for institutions’ impact on e-participation. The Effects of Technology and Institutions on E-Participation provides a groundbreaking country-level analysis that will appeal to academics and students of e-government and Digital Government, Public Policy, Public Administration, Public Sector Innovation, and Public Participation.

Geospatial Research: Concepts, Methodologies, Tools, and Applications

Geospatial Research: Concepts, Methodologies, Tools, and Applications PDF Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1466698462
Category : Technology & Engineering
Languages : en
Pages : 2035

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Book Description
Having the ability to measure and explore the geographic space that surrounds us provides endless opportunities for us to utilize and interact with the world. As a broad field of study, geospatial research has applications in a variety of fields including military science, environmental science, civil engineering, and space exploration. Geospatial Research: Concepts, Methodologies, Tools, and Applications is a multi-volume publication highlighting critical topics related to geospatial analysis, geographic information systems, and geospatial technologies. Exploring multidisciplinary applications of geographic information systems and technologies in addition to the latest trends and developments in the field, this publication is ideal for academic and government library inclusion, as well as for reference by data scientists, engineers, government agencies, researchers, and graduate-level students in GIS programs.

Actionable Gamification

Actionable Gamification PDF Author: Yu-kai Chou
Publisher: Packt Publishing Ltd
ISBN: 183921077X
Category : Computers
Languages : en
Pages : 500

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Book Description
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.

CeDEM15

CeDEM15 PDF Author: Parycek, Peter
Publisher: MV-Verlag
ISBN: 3902505699
Category :
Languages : en
Pages : 452

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Book Description


Progress in Location-Based Services 2016

Progress in Location-Based Services 2016 PDF Author: Georg Gartner
Publisher: Springer
ISBN: 3319472895
Category : Science
Languages : en
Pages : 415

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Book Description
This book offers a selection of the best papers presented at the 13th International Symposium on Location Based Services (LBS 2016), which was held in Vienna (Austria) from November 14 to 16, 2016. It provides an overview of recent research in the field, including the latest advances in outdoor/indoor positioning, smart environment, spatial modeling, personalization and context awareness, cartographic communication, novel user interfaces, crowd sourcing, social media, big data analysis, usability and privacy.

Tools and Methods for Gamification and E-Participation

Tools and Methods for Gamification and E-Participation PDF Author: Khaled Tamzini
Publisher:
ISBN: 9781799897699
Category :
Languages : en
Pages :

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Book Description