Author: Jane McGonigal
Publisher: Penguin
ISBN: 0143109774
Category : Self-Help
Languages : en
Pages : 482
Book Description
An innovative guide to living gamefully, based on the program that has already helped nearly half a million people achieve remarkable personal growth In 2009, internationally renowned game designer Jane McGonigal suffered a severe concussion. Unable to think clearly or work or even get out of bed, she became anxious and depressed, even suicidal. But rather than let herself sink further, she decided to get better by doing what she does best: she turned her recovery process into a resilience-building game. What started as a simple motivational exercise quickly became a set of rules for “post-traumatic growth” that she shared on her blog. These rules led to a digital game and a major research study with the National Institutes of Health. Today nearly half a million people have played SuperBetter to get stronger, happier, and healthier. But the life-changing ideas behind SuperBetter are much bigger than just one game. In this book, McGonigal reveals a decade’s worth of scientific research into the ways all games—including videogames, sports, and puzzles—change how we respond to stress, challenge, and pain. She explains how we can cultivate new powers of recovery and resilience in everyday life simply by adopting a more “gameful” mind-set. Being gameful means bringing the same psychological strengths we naturally display when we play games—such as optimism, creativity, courage, and determination—to real-world goals. Drawing on hundreds of studies, McGonigal shows that getting superbetter is as simple as tapping into the three core psychological strengths that games help you build: • Your ability to control your attention, and therefore your thoughts and feelings • Your power to turn anyone into a potential ally, and to strengthen your existing relationships • Your natural capacity to motivate yourself and super-charge your heroic qualities, like willpower, compassion, and determination SuperBetter contains nearly 100 playful challenges anyone can undertake in order to build these gameful strengths. It includes stories and data from people who have used the SuperBetter method to get stronger in the face of illness, injury, and other major setbacks, as well as to achieve goals like losing weight, running a marathon, and finding a new job. As inspiring as it is down to earth, and grounded in rigorous research, SuperBetter is a proven game plan for a better life. You’ll never say that something is “just a game” again.
SuperBetter
Author: Jane McGonigal
Publisher: Penguin
ISBN: 0143109774
Category : Self-Help
Languages : en
Pages : 482
Book Description
An innovative guide to living gamefully, based on the program that has already helped nearly half a million people achieve remarkable personal growth In 2009, internationally renowned game designer Jane McGonigal suffered a severe concussion. Unable to think clearly or work or even get out of bed, she became anxious and depressed, even suicidal. But rather than let herself sink further, she decided to get better by doing what she does best: she turned her recovery process into a resilience-building game. What started as a simple motivational exercise quickly became a set of rules for “post-traumatic growth” that she shared on her blog. These rules led to a digital game and a major research study with the National Institutes of Health. Today nearly half a million people have played SuperBetter to get stronger, happier, and healthier. But the life-changing ideas behind SuperBetter are much bigger than just one game. In this book, McGonigal reveals a decade’s worth of scientific research into the ways all games—including videogames, sports, and puzzles—change how we respond to stress, challenge, and pain. She explains how we can cultivate new powers of recovery and resilience in everyday life simply by adopting a more “gameful” mind-set. Being gameful means bringing the same psychological strengths we naturally display when we play games—such as optimism, creativity, courage, and determination—to real-world goals. Drawing on hundreds of studies, McGonigal shows that getting superbetter is as simple as tapping into the three core psychological strengths that games help you build: • Your ability to control your attention, and therefore your thoughts and feelings • Your power to turn anyone into a potential ally, and to strengthen your existing relationships • Your natural capacity to motivate yourself and super-charge your heroic qualities, like willpower, compassion, and determination SuperBetter contains nearly 100 playful challenges anyone can undertake in order to build these gameful strengths. It includes stories and data from people who have used the SuperBetter method to get stronger in the face of illness, injury, and other major setbacks, as well as to achieve goals like losing weight, running a marathon, and finding a new job. As inspiring as it is down to earth, and grounded in rigorous research, SuperBetter is a proven game plan for a better life. You’ll never say that something is “just a game” again.
Publisher: Penguin
ISBN: 0143109774
Category : Self-Help
Languages : en
Pages : 482
Book Description
An innovative guide to living gamefully, based on the program that has already helped nearly half a million people achieve remarkable personal growth In 2009, internationally renowned game designer Jane McGonigal suffered a severe concussion. Unable to think clearly or work or even get out of bed, she became anxious and depressed, even suicidal. But rather than let herself sink further, she decided to get better by doing what she does best: she turned her recovery process into a resilience-building game. What started as a simple motivational exercise quickly became a set of rules for “post-traumatic growth” that she shared on her blog. These rules led to a digital game and a major research study with the National Institutes of Health. Today nearly half a million people have played SuperBetter to get stronger, happier, and healthier. But the life-changing ideas behind SuperBetter are much bigger than just one game. In this book, McGonigal reveals a decade’s worth of scientific research into the ways all games—including videogames, sports, and puzzles—change how we respond to stress, challenge, and pain. She explains how we can cultivate new powers of recovery and resilience in everyday life simply by adopting a more “gameful” mind-set. Being gameful means bringing the same psychological strengths we naturally display when we play games—such as optimism, creativity, courage, and determination—to real-world goals. Drawing on hundreds of studies, McGonigal shows that getting superbetter is as simple as tapping into the three core psychological strengths that games help you build: • Your ability to control your attention, and therefore your thoughts and feelings • Your power to turn anyone into a potential ally, and to strengthen your existing relationships • Your natural capacity to motivate yourself and super-charge your heroic qualities, like willpower, compassion, and determination SuperBetter contains nearly 100 playful challenges anyone can undertake in order to build these gameful strengths. It includes stories and data from people who have used the SuperBetter method to get stronger in the face of illness, injury, and other major setbacks, as well as to achieve goals like losing weight, running a marathon, and finding a new job. As inspiring as it is down to earth, and grounded in rigorous research, SuperBetter is a proven game plan for a better life. You’ll never say that something is “just a game” again.
Gamification with Moodle
Author: Natalie Denmeade
Publisher: Packt Publishing Ltd
ISBN: 1785286811
Category : Computers
Languages : en
Pages : 135
Book Description
Use game elements in Moodle courses to build learner resilience and motivation About This Book Formulate a Moodle course that acts as a flexible framework ready for your own content Keep learners engrossed and create opportunities for motivation through the concepts of status, access, and power A resourceful guide to innovative learning using automatic reports, assessments, and conditional release of activities Who This Book Is For This book has been designed for teachers who to use technology to create more engaging learning experiences for both online learning and in face-to-face sessions. This book will especially appeal to people who are interested in the underlying mechanics of play and games and want to know more about applying these concepts in an educational context. It is assumed that you are a teacher and expert in your field, have basic computer skills, and have access to the Internet. What You Will Learn Set up a scoring system using Moodle Gradebook Enable communication and collaboration in your class as a Learning Community using forums Assess your learners' abilities by setting up challenges and quests Configure gateways to check and ensure progress before new content or activities are released Create Moodle assignments to provide effective feedback through a comment bank and custom scale Issue Open Badges to recognize achievements and set up an online backpack to share digital badges Reduce anxiety for learners by using the game-like concept of “Levelling Up” In Detail This book describes how teachers can use Gamification design within the Moodle Learning Management System. Game elements can be included in course design by using, badges, rubrics, custom grading scales, forums, and conditional activities. Moodle courses do not have to be solo-learning experiences that replicate Distance Education models. The Gamification design process starts by profiling players and creating levels of achievement towards meeting learning outcomes. Each task is defined, valued, and sequenced. Motivation loops are devised to keep the momentum going. In a gaming studio, this approach would require a team of specialists with a large budget and time frames. Preparing for a class rarely has these optimal conditions. The approach used in this book is to introduce game elements into the course design gradually. First, apply gamification to just one lesson and then build up to gamifying a series of lessons over a term. Each example will indicate the difficulty level and time investment. Try it out to see what is most effective with your learners and choose wisely in your use of technology. By the end of this book, you will be able to create Moodle courses that incorporate choice, communication, challenge, and creativity. Style and approach An easy-to-follow guide full of screenshots and step-by-step instructions with estimated time frames required to accomplish numerous tasks. Tips are offered for new Moodlers and plugin extensions are suggested for advanced Moodlers. The focus of the book is on why you would want to use each activity rather than detailed technical descriptions.
Publisher: Packt Publishing Ltd
ISBN: 1785286811
Category : Computers
Languages : en
Pages : 135
Book Description
Use game elements in Moodle courses to build learner resilience and motivation About This Book Formulate a Moodle course that acts as a flexible framework ready for your own content Keep learners engrossed and create opportunities for motivation through the concepts of status, access, and power A resourceful guide to innovative learning using automatic reports, assessments, and conditional release of activities Who This Book Is For This book has been designed for teachers who to use technology to create more engaging learning experiences for both online learning and in face-to-face sessions. This book will especially appeal to people who are interested in the underlying mechanics of play and games and want to know more about applying these concepts in an educational context. It is assumed that you are a teacher and expert in your field, have basic computer skills, and have access to the Internet. What You Will Learn Set up a scoring system using Moodle Gradebook Enable communication and collaboration in your class as a Learning Community using forums Assess your learners' abilities by setting up challenges and quests Configure gateways to check and ensure progress before new content or activities are released Create Moodle assignments to provide effective feedback through a comment bank and custom scale Issue Open Badges to recognize achievements and set up an online backpack to share digital badges Reduce anxiety for learners by using the game-like concept of “Levelling Up” In Detail This book describes how teachers can use Gamification design within the Moodle Learning Management System. Game elements can be included in course design by using, badges, rubrics, custom grading scales, forums, and conditional activities. Moodle courses do not have to be solo-learning experiences that replicate Distance Education models. The Gamification design process starts by profiling players and creating levels of achievement towards meeting learning outcomes. Each task is defined, valued, and sequenced. Motivation loops are devised to keep the momentum going. In a gaming studio, this approach would require a team of specialists with a large budget and time frames. Preparing for a class rarely has these optimal conditions. The approach used in this book is to introduce game elements into the course design gradually. First, apply gamification to just one lesson and then build up to gamifying a series of lessons over a term. Each example will indicate the difficulty level and time investment. Try it out to see what is most effective with your learners and choose wisely in your use of technology. By the end of this book, you will be able to create Moodle courses that incorporate choice, communication, challenge, and creativity. Style and approach An easy-to-follow guide full of screenshots and step-by-step instructions with estimated time frames required to accomplish numerous tasks. Tips are offered for new Moodlers and plugin extensions are suggested for advanced Moodlers. The focus of the book is on why you would want to use each activity rather than detailed technical descriptions.
Intelligent Computing
Author: Kohei Arai
Publisher: Springer Nature
ISBN: 3031379632
Category : Technology & Engineering
Languages : en
Pages : 1492
Book Description
This book is a collection of extremely well-articulated, insightful and unique state-ofthe-art papers presented at the Computing Conference which took place in London on June 22–23, 2023. A total of 539 papers were received out of which 193 were selected for presenting after double-blind peer-review. The book covers a wide range of scientific topics including IoT, Artificial Intelligence, Computing, Data Science, Networking, Data security and Privacy, etc. The conference was successful in reaping the advantages of both online and offline modes. The goal of this conference is to give a platform to researchers with fundamental contributions and to be a premier venue for academic and industry practitioners to share new ideas and development experiences. We hope that readers find this book interesting and valuable. We also expect that the conference and its publications will be a trigger for further related research and technology improvements in this important subject.
Publisher: Springer Nature
ISBN: 3031379632
Category : Technology & Engineering
Languages : en
Pages : 1492
Book Description
This book is a collection of extremely well-articulated, insightful and unique state-ofthe-art papers presented at the Computing Conference which took place in London on June 22–23, 2023. A total of 539 papers were received out of which 193 were selected for presenting after double-blind peer-review. The book covers a wide range of scientific topics including IoT, Artificial Intelligence, Computing, Data Science, Networking, Data security and Privacy, etc. The conference was successful in reaping the advantages of both online and offline modes. The goal of this conference is to give a platform to researchers with fundamental contributions and to be a premier venue for academic and industry practitioners to share new ideas and development experiences. We hope that readers find this book interesting and valuable. We also expect that the conference and its publications will be a trigger for further related research and technology improvements in this important subject.
Emerging Realities and the Future of Technology in the Classroom
Author: Jaafar, Inaya
Publisher: IGI Global
ISBN: 1799864820
Category : Education
Languages : en
Pages : 338
Book Description
The COVID-19 pandemic has shed light on how much humans rely, more than ever before in our history, on technology. While technology in its simplest definition is the use of a tool for a practical purpose, in the last three decades, educators can confidently say it has revolutionized how information is communicated and accessed. Most importantly, educators who had to recently shift their classes online understood the important role of technology to stay connected and instruct students remotely. There are many different facets of technology in today's classrooms and ideas on where educators are headed in preparing their students for a technology-rich world. With new technologies being constantly developed and new scenarios rising to the surface in the educational environment, the future of technology in the classroom is widespread, consistently growing, and always advancing with more technological reliance. Emerging Realities and the Future of Technology in the Classroom provides an understanding on how technology is integrated into today's classroom and how institutions can be further informed of the importance of technology in today's world. This book examines a variety of pertinent topics that look at the present and future potential roles of technology in the classroom. While highlighting topics such as STEM in online education, leadership and technology, new instructional models in online learning, and gaming in education, this book is essential for teachers across all disciplines and in higher education and K-12, school administrators, principals, instructional designers, librarians, media specialists, educational software developers, educational technologists, IT specialists, practitioners, researchers, academicians, and students interested in the current status of technology in the classroom and its potential role in education for the years ahead.
Publisher: IGI Global
ISBN: 1799864820
Category : Education
Languages : en
Pages : 338
Book Description
The COVID-19 pandemic has shed light on how much humans rely, more than ever before in our history, on technology. While technology in its simplest definition is the use of a tool for a practical purpose, in the last three decades, educators can confidently say it has revolutionized how information is communicated and accessed. Most importantly, educators who had to recently shift their classes online understood the important role of technology to stay connected and instruct students remotely. There are many different facets of technology in today's classrooms and ideas on where educators are headed in preparing their students for a technology-rich world. With new technologies being constantly developed and new scenarios rising to the surface in the educational environment, the future of technology in the classroom is widespread, consistently growing, and always advancing with more technological reliance. Emerging Realities and the Future of Technology in the Classroom provides an understanding on how technology is integrated into today's classroom and how institutions can be further informed of the importance of technology in today's world. This book examines a variety of pertinent topics that look at the present and future potential roles of technology in the classroom. While highlighting topics such as STEM in online education, leadership and technology, new instructional models in online learning, and gaming in education, this book is essential for teachers across all disciplines and in higher education and K-12, school administrators, principals, instructional designers, librarians, media specialists, educational software developers, educational technologists, IT specialists, practitioners, researchers, academicians, and students interested in the current status of technology in the classroom and its potential role in education for the years ahead.
IoT and Data Science in Engineering Management
Author: Fausto Pedro García Márquez
Publisher: Springer Nature
ISBN: 3031279158
Category : Technology & Engineering
Languages : en
Pages : 551
Book Description
This book presents the selected research works from the 16th International Conference on Industrial Engineering and Industrial Management in 2022. The conference was promoted by ADINGOR (Asociación para el Desarrollo de la Ingeniería de Organización), organized by Ingenium Research Group at Universidad de Castilla-La Mancha, Spain, and it took place on July 7th and 8th, 2022, in Toledo, Spain. The book highlights some of the latest research advances and cutting-edge analyses of real-world case studies on Industrial Engineering and Industrial Management from a wide range of international contexts. It also identifies business applications and the latest findings and innovations in Operations Management and in Decision Sciences.
Publisher: Springer Nature
ISBN: 3031279158
Category : Technology & Engineering
Languages : en
Pages : 551
Book Description
This book presents the selected research works from the 16th International Conference on Industrial Engineering and Industrial Management in 2022. The conference was promoted by ADINGOR (Asociación para el Desarrollo de la Ingeniería de Organización), organized by Ingenium Research Group at Universidad de Castilla-La Mancha, Spain, and it took place on July 7th and 8th, 2022, in Toledo, Spain. The book highlights some of the latest research advances and cutting-edge analyses of real-world case studies on Industrial Engineering and Industrial Management from a wide range of international contexts. It also identifies business applications and the latest findings and innovations in Operations Management and in Decision Sciences.
Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning
Author: Lane, Carol-Ann
Publisher: IGI Global
ISBN: 1799872734
Category : Language Arts & Disciplines
Languages : en
Pages : 958
Book Description
Emerging technologies are becoming more prevalent in global classrooms. Traditional literacy pedagogies are shifting toward game-based pedagogy, addressing 21st century learners. Therefore, within this context there remains a need to study strategies to engage learners in meaning-making with some element of virtual design. Technology supports the universal design learning framework because it can increase the access to meaningful engagement in learning and reduce barriers. The Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning provides theoretical frameworks and empirical research findings in digital technology and multimodal ways of acquiring literacy skills in the 21st century. This book gains a better understanding of how technology can support leaner frameworks and highlights research on discovering new pedagogical boundaries by focusing on ways that the youth learn from digital sources such as video games. Covering topics such as elementary literacy learning, indigenous games, and student-worker training, this book is an essential resource for educators in K-12 and higher education, school administrators, academicians, pre-service teachers, game developers, researchers, and libraries.
Publisher: IGI Global
ISBN: 1799872734
Category : Language Arts & Disciplines
Languages : en
Pages : 958
Book Description
Emerging technologies are becoming more prevalent in global classrooms. Traditional literacy pedagogies are shifting toward game-based pedagogy, addressing 21st century learners. Therefore, within this context there remains a need to study strategies to engage learners in meaning-making with some element of virtual design. Technology supports the universal design learning framework because it can increase the access to meaningful engagement in learning and reduce barriers. The Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning provides theoretical frameworks and empirical research findings in digital technology and multimodal ways of acquiring literacy skills in the 21st century. This book gains a better understanding of how technology can support leaner frameworks and highlights research on discovering new pedagogical boundaries by focusing on ways that the youth learn from digital sources such as video games. Covering topics such as elementary literacy learning, indigenous games, and student-worker training, this book is an essential resource for educators in K-12 and higher education, school administrators, academicians, pre-service teachers, game developers, researchers, and libraries.
ECKM 2020 21st European Conference on Knowledge Management
Author: Professor Alexeis Garcia-Perez
Publisher: Academic Conferences International Limited
ISBN: 1912764822
Category : Business & Economics
Languages : en
Pages : 1058
Book Description
Publisher: Academic Conferences International Limited
ISBN: 1912764822
Category : Business & Economics
Languages : en
Pages : 1058
Book Description
Interactive Storytelling
Author: Alex Mitchell
Publisher: Springer Nature
ISBN: 3030923002
Category : Computers
Languages : en
Pages : 545
Book Description
This book constitutes the refereed proceedings of the 14th International Conference on Interactive Digital Storytelling, ICIDS 2021, held in Tallinn, Estonia, in December 2021. The 18 full papers and 17 short papers, presented together with 17 posters and demos, were carefully reviewed and selected from 99 submissions. The papers are categorized into the following topical sub-headings: Narrative Systems; Interactive Narrative Theory; Interactive Narrative Impact and Application; and the Interactive Narrative Research Discipline and Contemporary Practice.
Publisher: Springer Nature
ISBN: 3030923002
Category : Computers
Languages : en
Pages : 545
Book Description
This book constitutes the refereed proceedings of the 14th International Conference on Interactive Digital Storytelling, ICIDS 2021, held in Tallinn, Estonia, in December 2021. The 18 full papers and 17 short papers, presented together with 17 posters and demos, were carefully reviewed and selected from 99 submissions. The papers are categorized into the following topical sub-headings: Narrative Systems; Interactive Narrative Theory; Interactive Narrative Impact and Application; and the Interactive Narrative Research Discipline and Contemporary Practice.
Gamification Mindset
Author: Ole Goethe
Publisher: Springer
ISBN: 3030110788
Category : Computers
Languages : en
Pages : 144
Book Description
This book explores how gamification techniques are used to leverage users’ natural desires for achievement, competition, collaboration, learning and more. Compared to other books on this topic, it gives more than just an introduction and develops the readers understanding through frameworks and models, based on research to make it easier to develop gamified systems. The concept of gamification achieved increased popularity in 2010 when a number of softwares and services started explaining their products as a ‘gamification’ design. Gamification Mindset explains how game elements and mechanics are important, how video games are learning systems and examines how video game aesthetics are vital in the development of gamification. The book will challenge some common beliefs when it comes to gamifications’ abilities to immerse and change the user’s intrinsic and extrinsic motivations. Gamification Mindset aims to develop new models in gamification to enable easier gamification scenarios. It is a comprehensive analysis and discussion about gamification and serves as a useful tool, since it acquaints readers with gamification and how to use it, through illustrated practical theoretical models. Academic researchers, students, educators and professional game and gamification designers will find this book invaluable.
Publisher: Springer
ISBN: 3030110788
Category : Computers
Languages : en
Pages : 144
Book Description
This book explores how gamification techniques are used to leverage users’ natural desires for achievement, competition, collaboration, learning and more. Compared to other books on this topic, it gives more than just an introduction and develops the readers understanding through frameworks and models, based on research to make it easier to develop gamified systems. The concept of gamification achieved increased popularity in 2010 when a number of softwares and services started explaining their products as a ‘gamification’ design. Gamification Mindset explains how game elements and mechanics are important, how video games are learning systems and examines how video game aesthetics are vital in the development of gamification. The book will challenge some common beliefs when it comes to gamifications’ abilities to immerse and change the user’s intrinsic and extrinsic motivations. Gamification Mindset aims to develop new models in gamification to enable easier gamification scenarios. It is a comprehensive analysis and discussion about gamification and serves as a useful tool, since it acquaints readers with gamification and how to use it, through illustrated practical theoretical models. Academic researchers, students, educators and professional game and gamification designers will find this book invaluable.
Gamification for Resilience
Author: Adrian V. Gheorghe
Publisher: John Wiley & Sons
ISBN: 1394157746
Category : Computers
Languages : en
Pages : 324
Book Description
Enable Resilience-Informed Decision-Making with an insightful combination of systems engineering concepts In Gamification for Resilience: Informed Resilient Decision Making, a team of distinguished researchers delivers an insightful and exciting integration of game theory, design, and applications that explains how to create a resilient city that promotes sustainable development, well-being, and inclusive growth. The authors combine several concepts and techniques taken from serious gaming and integrate them into decision-making theory, demonstrating how to enable Resilience-Informed Decision-Making. The book addresses critical infrastructure systems and how to ensure these systems are supported against manmade and natural threats and hazards. It includes thought-provoking research questions and case applications that will engage and challenge readers and create an active and memorable learning experience. Readers will also find: A thorough introduction to systems theory as the basis for bridging science and the practice of engineering systems Comprehensive explorations of gamification and its application to the resilience-informed decision-making process Practical discussions of the analysis and assessment of risk and vulnerability via serious gaming Fulsome treatments of the representation of system complexity using object-oriented programming Perfect for professionals and researchers working in the areas of decision making, gamification, resilience, risk assessments, and critical infrastructures, Gamification for Resilience: Informed Resilient Decision Making will also benefit undergraduate and graduate students studying urban planning, smart cities, and related subjects.
Publisher: John Wiley & Sons
ISBN: 1394157746
Category : Computers
Languages : en
Pages : 324
Book Description
Enable Resilience-Informed Decision-Making with an insightful combination of systems engineering concepts In Gamification for Resilience: Informed Resilient Decision Making, a team of distinguished researchers delivers an insightful and exciting integration of game theory, design, and applications that explains how to create a resilient city that promotes sustainable development, well-being, and inclusive growth. The authors combine several concepts and techniques taken from serious gaming and integrate them into decision-making theory, demonstrating how to enable Resilience-Informed Decision-Making. The book addresses critical infrastructure systems and how to ensure these systems are supported against manmade and natural threats and hazards. It includes thought-provoking research questions and case applications that will engage and challenge readers and create an active and memorable learning experience. Readers will also find: A thorough introduction to systems theory as the basis for bridging science and the practice of engineering systems Comprehensive explorations of gamification and its application to the resilience-informed decision-making process Practical discussions of the analysis and assessment of risk and vulnerability via serious gaming Fulsome treatments of the representation of system complexity using object-oriented programming Perfect for professionals and researchers working in the areas of decision making, gamification, resilience, risk assessments, and critical infrastructures, Gamification for Resilience: Informed Resilient Decision Making will also benefit undergraduate and graduate students studying urban planning, smart cities, and related subjects.