Intrinsic Rewards In Games And Learning
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Intrinsic Rewards In Games And Learning
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Author : Kevin Miklasz
language : en
Publisher:
Release Date : 2021-02-09
Intrinsic Rewards In Games And Learning written by Kevin Miklasz and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-02-09 with categories.
Although reward structures have generally been successful in games, the types of rewards used in education typically impede the learning process. New forms of educational rewards, like badges and micro-credentials, have generally failed to take root because of deep-seated design constraints in schools- the fact that you are using a badge is far less important than how you use a badge. This book makes the case that games have used well-designed, meaningful, intrinsic reward structures, while educational systems have often used poorly-designed, meaningless, extrinsic reward structures.
Game Based Assessment Revisited
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Author : Dirk Ifenthaler
language : en
Publisher: Springer Nature
Release Date : 2019-11-05
Game Based Assessment Revisited written by Dirk Ifenthaler and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-11-05 with Education categories.
The capabilities and possibilities of emerging game-based learning technologies bring about a new perspective of learning and instruction. This, in turn, necessitates alternative ways to assess the kinds of learning that are taking place in the game-based environments. The field has been broadening the focus of assessment in game environments (i.e., what we measure), developing processes and methodologies that go beyond psychometrics practices (i.e., how we go about assessment in games), and implementing the game-based assessment (GBA) in real contexts. The current state of the field calls for a revisit of this topic to understand what we have learned from the research on this topic, and how the GBA work changed how the field thinks about assessment beyond game environments. Accordingly, this comprehensive volume covers the current state of research, methodology, and technology of game-based assessment. It features four major themes: what we are measuring in games, how GBA has influenced how people do assessment beyond games, new methods and practices, and implementations of GBA. The audience for this volume includes researchers, graduate students, teachers, and professional practitioners in the areas of education, instructional design, educational psychology, academic and organizational development, and instructional technology.
The Use Of Rewards In Instructional Digital Games
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Author : John Malala
language : en
Publisher:
Release Date : 2007
The Use Of Rewards In Instructional Digital Games written by John Malala and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2007 with categories.
The main argument being presented in this paper is that instructional designers and educational researchers need to shift their attention from performance to interest. Educational digital games have to aim at building lasting interest in real world applications. The main hypothesis advocated in this paper is that the use of rewards in educational games may aid building an intrinsic motivation in students. The reward system is based on the educational notion of positive reinforcement and operant conditioning.
Rewards And Intrinsic Motivation
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Author : Judy Cameron
language : en
Publisher: Bloomsbury Publishing USA
Release Date : 2002-05-30
Rewards And Intrinsic Motivation written by Judy Cameron and has been published by Bloomsbury Publishing USA this book supported file pdf, txt, epub, kindle and other format this book has been release on 2002-05-30 with Business & Economics categories.
Over the past 30 years, many social psychologists have been critical of the practice of using incentive systems in business, education, and other applied settings. The concern is that money, high grades, prizes, and even praise may be effective in getting people to perform an activity but performance and interest are maintained only so long as the reward keeps coming. Once the reward is withdrawn, the concern is that individuals will enjoy the activity less, perform at a lower level, and spend less time on the task. The claim is that rewards destroy people's intrinsic motivation. Widely accepted, this view has been enormously influential and has led many employers, teachers, and other practitioners to question the use of rewards and incentive systems in applied settings. Contrary to this view, the research by Cameron and Pierce indicates that rewards can be used effectively to enhance interest and performance. The book centers around the debate on rewards and intrinsic motivation. Based on historical, narrative, and meta-analytic reviews, Cameron and Pierce show that, contrary to many claims, rewards do not have pervasive negative effects. Instead, the authors show that careful arrangement of rewards enhances motivation, performance, and interest. The overall goal of the book is to draw together over 30 years of research on rewards, motivation, and performance and to provide practitioners with techniques for designing effective incentive systems.
For The Win Revised And Updated Edition
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Author : Kevin Werbach
language : en
Publisher: University of Pennsylvania Press
Release Date : 2020-11-10
For The Win Revised And Updated Edition 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 2020-11-10 with Business & Economics categories.
"A QUICK BUT THOUGHTFUL LOOK INTO THE PROS AND CONS OF GAMIFICATION…."—Daniel H. Pink, Author, Drive Why can't life—and business—be fun? For thousands of years, we've created things called games that tap the tremendous psychic power of fun. In a revised and updated edition of For the Win: The Power of Gamification and Game Thinking in Business, Education, Government, and Social Impact, authors Kevin Werbach and Dan Hunter argue that applying the lessons of gamification could change your business, the way you learn or teach, and even your life. Werbach and Hunter explain how games can be used as a valuable tool to address serious pursuits like marketing, productivity enhancement, education, innovation, customer engagement, human resources, and sustainability. They reveal how, why, and when gamification works—and what not to do. Discover the successes—and failures—of organizations that are using gamification: How a South Korean company called Neofect is using gamification to help people recover from strokes;How a tool called SuperBetter has demonstrated significant results treating depression, concussion symptoms, and the mental health harms of the COVID-19 pandemic through game thinking; How the ride-hailing giant Uber once used gamification to influence their drivers to work longer hours than they otherwise wanted to, causing swift backlash. The story of gamification isn't fun and games by any means. It's serious. When used carefully and thoughtfully, gamification produces great outcomes for users, in ways that are hard to replicate through other methods. Other times, companies misuse the "guided missile" of gamification to have people work and do things in ways that are against their self-interest. This revised and updated edition incorporates the most prominent research findings to provide a comprehensive gamification playbook for the real world.
Handbook Of Research On Cross Disciplinary Uses Of Gamification In Organizations
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Author : Bernardes, Oscar
language : en
Publisher: IGI Global
Release Date : 2022-01-28
Handbook Of Research On Cross Disciplinary Uses Of Gamification In Organizations written by Bernardes, Oscar and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-01-28 with Computers categories.
Gaming is increasingly prevalent in our society and everyday lives as a form of leisure or competition. The typical aim of gaming is to gain a pleasant experience from the game. Because of the saturation of gaming in global society, the gamification concept and its operationalization in non-gaming contexts has become a growing practice. This technological novelty is the basis for an innovative change in many types of environments such as education, commerce, marketing, work, health, governance, and sustainability, among others. The service sector especially has shown widespread adoption of the method as it seeks to increase and motivate audiences and promote brands. However, little research is available on the adoption of gamification in organizations, leading to a need for literature that investigates best practices for utilization and implementation. The Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations is a comprehensive and timely reference book that explores the field of gamification for economic and social development. This book provides dynamic research from this emerging field. Covering topics such as distance learning, health behaviors, and workplace training, this book is a valuable reference for researchers, marketing managers, students, managers, executives, software developers, IT specialists, technology developers, faculty of P-12 and higher education, teachers, professors, government officials, and academicians.
Assessing The Effects Of Gamification Applications And Its Benefits For The Workplace
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Author : Carolin Klosterkamp
language : en
Publisher: GRIN Verlag
Release Date : 2018-08-02
Assessing The Effects Of Gamification Applications And Its Benefits For The Workplace written by Carolin Klosterkamp and has been published by GRIN Verlag this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-08-02 with Business & Economics categories.
Bachelor Thesis from the year 2014 in the subject Business economics - Miscellaneous, grade: 1,0, University of Mannheim (Chair of Information Systems lV), course: Bachelorarbeits - Modul, language: English, abstract: At a time, when enterprises and companies struggle with low levels of engagement and motivation but games are as popular as never before, it is not surprising that the answer and cure-it-all to those problems seems to be Gamification. Gamification is the use of game elements in non-game contexts and promises to transfer the astonishing ability of games to engage people to the workplace. The reason for the recent emergence of Gamification is the transformation of the nature of work and the workforce itself. The design of enterprise software has shifted to a new era that largely focuses on what is pleasurable. This shift in focus is due to millenials, also referred to as digital natives who have just started to enter the workforce and have different expectations, attitudes and skills compared to previous generations. Millenials have grown up with social media and mobile technology and prefer to use the same technology at home and at work. In particular mobile technology for mobile devices supports the development towards a playful and intuitive interaction. As digital natives are used to this kind of technology they engage and interact differently with each other in the workplace. In order to engage and motivate them, companies have to change their traditional ways of interaction. Gamification is one of the first steps towards this change and seems to be the answer to what is pleasurable to people. As Gamification is a fairly new topic, there is few research on its effects so far. Gamification is said to motivate employees and engage with customers at the same time and even though there is little proof for this assumption, learning theory works in favor of it. The number of papers published on Gamification has grown significantly during the last years, but there is no clear understanding about which overall results they yield and under which circumstances those are valid. As more and more companies implement Gamification mechanics due to its promising concept, its success has to be measured reliably.
Gamification Mindset
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Author : Ole Goethe
language : en
Publisher: Springer
Release Date : 2019-06-17
Gamification Mindset written by Ole Goethe and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-06-17 with Computers categories.
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 In Education And Business
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Author : Torsten Reiners
language : en
Publisher: Springer
Release Date : 2014-11-22
Gamification In Education And Business written by Torsten Reiners and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-11-22 with Mathematics categories.
This book is dedicated to applied gamification in the areas of education and business, while also covering pitfalls to avoid and guidelines needed to successfully implement for a project. Using different theoretical backgrounds from various areas including behavioral economics, game theory, and complex adaptive systems, the contributors aim to help readers avoid common problems and difficulties that they could face with poor implementation. The book’s contributors are scholars and academics from the many areas where the key theory of gamification typically comes from. Ultimately, the book’s goal is to help bring together the theories from these different disciplines to the field of practice in education and business. The book is divided into four parts: Theory, Education, Business, and Use Cases. Part I provides a foundation on the theory of gamification and offers insight into some of the outstanding questions that have yet to be addressed. In Part II, the application and value that gamification can bring within the education sector is examined. The book then changes focus in Part III to spotlight the use of gamification within business environments. The topics also cover educational aspects like improved learning outcomes, motivation, and learning retention at the workplace. Finally Part IV concentrates on the applications and use of gamification through a series of case studies and key elements that are used in real situations to drive real results.
Neuroscience Of Preference And Choice
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Author : Raymond J. Dolan
language : en
Publisher: Academic Press
Release Date : 2012
Neuroscience Of Preference And Choice written by Raymond J. Dolan and has been published by Academic Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012 with Business & Economics categories.
One of the most pressing questions in neuroscience, psychology and economics today is how does the brain generate preferences and make choices? With a unique interdisciplinary approach, this volume is among the first to explore the cognitive and neural mechanisms mediating the generation of the preferences that guide choice. From preferences determining mundane purchases, to social preferences influencing mating choice, through to moral decisions, the authors adopt diverse approaches to answer the question. Chapters explore the instability of preferences and the common neural processes that occur across preferences. Edited by one of the world's most renowned cognitive neuroscientists, each chapter is authored by an expert in the field, with a host of international contributors. Emphasis on common process underlying preference generation makes material applicable to a variety of disciplines - neuroscience, psychology, economics, law, philosophy, etc. Offers specific focus on how preferences are generated to guide decision making, carefully examining one aspect of the broad field of neuroeconomics and complementing existing volumes Features outstanding, international scholarship, with chapters written by an expert in the topic area