[PDF] Einsatz Von Serious Games Zur F Rderung Von Motivation Und Leistung Im Beruflichen Kontext - eBooks Review

Einsatz Von Serious Games Zur F Rderung Von Motivation Und Leistung Im Beruflichen Kontext


Einsatz Von Serious Games Zur F Rderung Von Motivation Und Leistung Im Beruflichen Kontext
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Einsatz Von Serious Games Zur F Rderung Von Motivation Und Leistung Im Beruflichen Kontext


Einsatz Von Serious Games Zur F Rderung Von Motivation Und Leistung Im Beruflichen Kontext
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Author : Inessa Amossowa
language : de
Publisher: GRIN Verlag
Release Date : 2022-02-23

Einsatz Von Serious Games Zur F Rderung Von Motivation Und Leistung Im Beruflichen Kontext written by Inessa Amossowa and has been published by GRIN Verlag this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-02-23 with Business & Economics categories.


Studienarbeit aus dem Jahr 2020 im Fachbereich BWL - Beschaffung, Produktion, Logistik, Note: 1,3, Technische Universität Dortmund, Sprache: Deutsch, Abstract: Spiele werden aufgrund ihrer Eigenschaft, Lehrinhalte spielerisch zu vermitteln, schon längst nicht mehr als nur reine Unterhaltungsspiele angesehen. Serious Games eignen sich zum Einsatz in Unternehmen, um Mitarbeiter auf neue, noch unbekannte berufliche Situationen vorzubereiten. Das hat Vorteile für beide Seiten. Unternehmen können hohe Schulungskosten vermeiden und ihren Mitarbeitern einen geschützten Lernraum schaffen, ohne Risiken tragen zu müssen. Mitarbeiter können spielerisch Erfahrungskompetenzen aufbauen. Menschen spielen Spiele, weil sie gerne lernen. So können Lehrinhalten zu komplizierten Prozessen und Zusammenhängen sowie neuen Technologien und Arbeitsabläufen, eine unterhaltsame Bedeutung verliehen werden, sodass Mitarbeiter zur Aufnahme von Lerninhalten motiviert werden und dabei Spaß verspüren. Der erste Teil des Portfolios beschreibt den Prozess der Reflexion über die eigene Spielerfahrung und Lernerfolg mit dem Serious Game „***“, das für den Einsatz in der Logistik entwickelt wurde. Zusätzlich wird die Wahrnehmung der Spielumgebung, des Spielerlebnisses und verschiedener Spiel-Design-Elemente in Bezug auf Feedbacksysteme beschrieben und bewertet. Im zweiten Teil erfolgt eine wissenschaftliche Diskussion über Erfolgsfaktoren von Serios Games. Neben der Wirkung auf die Motivation und Leistung wird das erfahrungsbasierte Lernen durch Serious Games betrachtet. Das Ziel dieses Portfolios ist es, die Entwicklung von Serious Games voranzutreiben.



Gestaltung Und Einsatz Von Serious Games Zur F Rderung Der Handlungskompetenz


Gestaltung Und Einsatz Von Serious Games Zur F Rderung Der Handlungskompetenz
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Author : Marco Franke
language : de
Publisher: GRIN Verlag
Release Date : 2009

Gestaltung Und Einsatz Von Serious Games Zur F Rderung Der Handlungskompetenz written by Marco Franke and has been published by GRIN Verlag this book supported file pdf, txt, epub, kindle and other format this book has been release on 2009 with Education categories.


Examensarbeit aus dem Jahr 2009 im Fachbereich Pädagogik - Wissenschaftstheorie, Anthropologie, Note: 1, Universität Bremen, Sprache: Deutsch, Abstract: Das immense Wachstum der Nutzung von Computerspielen in den vergangenen Jahren führte unter anderem zu einer starken Zentrierung des Interesses in den Bereichen der Erziehungswissenschaften. Einer der Gründe dafür ist das auffallende Motivationspotential, das von Computerspielen ausgeht. Neben diesem Effekt wird darüber diskutiert, ob und wie Computerspiele Schülern dabei helfen können vorhandene Kompetenzen zu trainieren und damit einhergehend zu verbessern. Die Ausbildung von neuen Kompetenzen ist dabei ein weiteres Anliegen der Erziehungswissenschaften. Der genaue Blick auf das Computernutzungsverhalten von Kindern und Jungendlichen zeigt, dass bereits 97 Prozent der 12- bis 19-Jährigen (unabhängig vom Bildungsstand und Geschlecht) sich privat mindestens einmal im Monat selbstständig mit dem Medium Computer beschäftigen (vgl. Medienpädagogischer Forschungsverband Südwest, 2008, S. 35). Dieser Anteil ist in den letzten Jahren unverändert, es kommt jedoch zu deutlichen Zuwächsen bei der Nutzungsfrequenz. Dabei wird der Computer vornehmlich für schulische Zwecke verwendet. Computerspiele folgen jedoch im kurzen Abstand auf Platz zwei (ebd., S. 37). Dies belegt die enorme Anziehungskraft dieses Medium für Kinder und Jugendliche in diesem Alter. Trotz dieser auffälligen Tendenzen ist es notwendig zu erwähnen, dass es große individuelle Unterschiede im Spielverhalten gibt. Mädchen und Jungen unterscheiden sich z.B. im Computerspielverhalten deutlich voneinander. Während fast die Hälfte der Jungen mehrmals die Woche spielt, sind es bei Mädchen lediglich 13 Prozent (ebd. S. 38). Es sollte weiterhin darauf hingewiesen werden, dass sich neben den motivierten Computerspielern ebenso diesbezüglich desinteressierte Kinder und Jugendliche befinden, die sich in ihrer Freizeit vorrangig mit anderen Vorlieben auseinandersetzen.



Is Offshoring


Is Offshoring
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Author : Markus Westner
language : en
Publisher: Springer Science & Business Media
Release Date : 2009-11-19

Is Offshoring written by Markus Westner and has been published by Springer Science & Business Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2009-11-19 with Business & Economics categories.


Markus Westner examines the IS offshoring phenomenon from the perspective of German companies. Based on interviews with industry experts, he identifies evaluation criteria for selecting projects for offshoring, and examines determinants of IS offshore project success in German companies based on a statistical analysis of 304 projects using structural equation modeling.



Simulation Und Planspiel In Den Sozialwissenschaften


Simulation Und Planspiel In Den Sozialwissenschaften
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Author : Dietmar Herz
language : de
Publisher: LIT Verlag Münster
Release Date : 2000

Simulation Und Planspiel In Den Sozialwissenschaften written by Dietmar Herz and has been published by LIT Verlag Münster this book supported file pdf, txt, epub, kindle and other format this book has been release on 2000 with Game theory categories.




The Gameful World


The Gameful World
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Author : Steffen P. Walz
language : en
Publisher: MIT Press
Release Date : 2015-01-16

The Gameful World written by Steffen P. Walz and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-01-16 with Computers categories.


What if every part of our everyday life was turned into a game? The implications of “gamification.” What if our whole life were turned into a game? What sounds like the premise of a science fiction novel is today becoming reality as “gamification.” As more and more organizations, practices, products, and services are infused with elements from games and play to make them more engaging, we are witnessing a veritable ludification of culture. Yet while some celebrate gamification as a possible answer to mankind's toughest challenges and others condemn it as a marketing ruse, the question remains: what are the ramifications of this “gameful world”? Can game design energize society and individuals, or will algorithmic incentive systems become our new robot overlords? In this book, more than fifty luminaries from academia and industry examine the key challenges of gamification and the ludification of culture—including Ian Bogost, John M. Carroll, Bernie DeKoven, Bill Gaver, Jane McGonigal, Frank Lantz, Jesse Schell, Kevin Slavin, McKenzie Wark, and Eric Zimmerman. They outline major disciplinary approaches, including rhetorics, economics, psychology, and aesthetics; tackle issues like exploitation or privacy; and survey main application domains such as health, education, design, sustainability, or social media.



Serious Games


Serious Games
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Author : David R. Michael
language : en
Publisher: Course Technology
Release Date : 2006

Serious Games written by David R. Michael and has been published by Course Technology this book supported file pdf, txt, epub, kindle and other format this book has been release on 2006 with Computers categories.


Learn how to take the skills and knowledge you use to make games for entertainment to make serious games: games for education, training, healing, and more. "Serious Games: Games That Educate, Train, and Inform" teaches game developers how to tap into the rapidly expanding market of serious games. Explore the numerous possibilities that serious games represent such as the ability to teach military training in a non-lethal environment and the ability to convey a particular political viewpoint through a game's storyline. You'll get a detailed overview of all of the major markets for serious games, including the military, educators, government agencies, corporations, hospitals, non-profit organizations, religious groups, and activist groups. Discover the goals of each market, the types of games on which they focus, and market-specific issues you need to consider. Case studies of how professionals in these various markets utilize games provide ideas and inspiration as well as credibility for serious games. "Serious Games" shows you how to apply your game development skills to a new and growing area and also teaches you techniques to make even entertainment-based games richer and more meaningful.



Serious Games


Serious Games
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Author : Ute Ritterfeld
language : en
Publisher: Routledge
Release Date : 2009-09-10

Serious Games written by Ute Ritterfeld and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2009-09-10 with Education categories.


Serious Games provides a thorough exploration of the claim that playing games can provide learning that is deep, sustained and transferable to the real world. "Serious games" is defined herein as any form of interactive computer-based game software for one or multiple players to be used on any platform and that has been developed to provide more than entertainment to players. With this volume, the editors address the gap in exisiting scholarship on gaming, providing an academic overview on the mechanisms and effects of serious games. Contributors investigate the psychological mechanisms that take place not only during gaming, but also in game selection, persistent play, and gaming impact. The work in this collection focuses on the desirable outcomes of digital game play. The editors distinguish between three possible effects -- learning, development, and change -- covering a broad range of serious games’ potential impact. Contributions from internationally recognized scholars focus on five objectives: Define the area of serious games Elaborate on the underlying theories that explain suggested psychological mechanisms elicited through serious game play, addressing cognitive, affective and social processes Summarize the empirical evidence on the effectiveness of serious games, Introduce innovative research methods as a response to methodological challenges imposed through interactive media Discuss the possibilities and limitations of selected applications for educational purposes. Anchored primarily in social science research, the reader will be introduced to approaches that focus on the gaming process and the users’ experiences. Additional perspectives will be provided in the concluding chapters, written from non-social science approaches by experts in academic game design and representatives of the gaming industry. The editors acknowledge the necessity for a broader interdisciplinary study of the phenomena and work to overcome the methodological divide in games research to look ahead to a more integrated and interdisciplinary study of digital games. This timely and singular volume will appeal to scholars, researchers, and graduate students working in media entertainment and game studies in the areas of education, media, communication, and psychology.



The Gamification Toolkit


The Gamification Toolkit
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Author : Kevin Werbach
language : en
Publisher: University of Pennsylvania Press
Release Date : 2015-05-05

The Gamification Toolkit written by Kevin Werbach and has been published by University of Pennsylvania Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-05-05 with Business & Economics categories.


Take your gamification efforts to the next level When The Economist covered Kevin Werbach and Dan Hunter's new book For the Win in 2012, they referred to gamification as a "management craze." Since then, gamification has proved to be much more than a fleeting fad: it is a global movement. For the Win has been published globally in English, Chinese, Japanese, Korean, Russian, and Spanish, and more than a quarter of a million people have taken Werbach's gamification course on Coursera. Now, in their new ebook The Gamification Toolkit, Werbach and Hunter go deeper into the key game elements and provide you with the tools to take gamification to the next level. This brief but comprehensive ebook is a user's guide to help you build a game—for the win.



Advances In Flow Research


Advances In Flow Research
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Author : Corinna Peifer
language : en
Publisher: Springer Nature
Release Date : 2021-01-21

Advances In Flow Research written by Corinna Peifer and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-01-21 with Psychology categories.


This second edition provides a review of the current flow research. The first, thoroughly revised and extended, part of the book, addresses basic concepts, correlates, conditions and consequences of flow experience. This includes the developments of the flow model, methods to measure flow, its physiological correlates, personality factors involved in the emergence of flow, social flow, the relationship of flow with performance and wellbeing, but also possible negative consequences of flow. The second, completely new, part of the book addresses flow in diverse contexts, in particular, work, development, sports, music and arts, and human computer interaction. As such, the book provides a broad overview on the current state of flow research – from the basics to specific contexts of application. It presents what has been learned since the beginning of flow research, what is still open, and how the mission to understand and foster flow should continue. The book addresses researchers and students who are interested in flow, as well as practitioners who seek for sound research on flow in their field of expertise.



Gamify


Gamify
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Author : Biran Burke
language : en
Publisher: Routledge
Release Date : 2016-10-14

Gamify written by Biran Burke and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-10-14 with Business & Economics categories.


Organizations are facing an engagement crisis. Regardless if they are customers, employees, patients, students, citizens, stakeholders, organizations struggle to meaningfully engage their key constituent groups who have a precious and limited resource: their time. Not surprisingly, these stakeholders have developed deflector shields to protect themselves. Only a privileged few organizations are allowed to penetrate the shield, and even less will meaningfully engage. To penetrate the shield, and engage the audience, organizations need an edge. Gamification has emerged as a way to gain that edge and organizations are beginning to see it as a key tool in their digital engagement strategy. While gamification has tremendous potential to break through, most companies will get it wrong. Gartner predicts that by 2014, 80% of current gamified applications will fail to meet business objectives primarily due to poor design. As a trend, gamification is at the peak of the hype cycle; it has been oversold and it is broadly misunderstood. We are heading for the inevitable fall. Too many organizations have been led to believe that gamification is a magic elixir for indoctrinating the masses and manipulating them to do their bidding. These organizations are mistaking people for puppets, and these transparently cynical efforts are doomed to fail. This book goes beyond the hype and focuses on the 20% that are getting it right. We have spoken to hundreds of leaders in organizations around the world about their gamification strategies and we have seen some spectacular successes. The book examines some of these successes and identifies the common characteristics of these initiatives to define the solution space for success. It is a guide written for leaders of gamification initiatives to help them avoid the pitfalls and employ the best practices, to ensure they join the 20% that gets it right. Gamify shows gamification in action: as a powerful approach to engaging and motivating people to achieving their goals, while at the same time achieving organizational objectives. It can be used to motivate people to change behaviors, develop skills, and drive innovation. The sweet spot for gamification objectives is the space where the business objectives and player objectives are aligned. Like two sides of the same coin, player and business goals may outwardly appear different, but they are often the same thing, expressed different ways. The key to gamification success is to engage people on an emotional level and motivating them to achieve their goals.