Transforming Learning And It Management Through Gamification


Transforming Learning And It Management Through Gamification
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Transforming Learning And It Management Through Gamification


Transforming Learning And It Management Through Gamification
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Author : Edmond C. Prakash
language : en
Publisher: Springer
Release Date : 2015-08-07

Transforming Learning And It Management Through Gamification written by Edmond C. Prakash and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-08-07 with Computers categories.


This book explains how gamification, specifically enterprise gamification, can help mangers in multiple areas within an enterprise to improve attrition. Employee Engagement is an important component to foster employee relations with the organization. Gamification by its inherent design helps to increase engagement within an enterprise. Several successful case studies in Gamification are presented, which present new practical tips for Gamification for IT Management. By introducing general IT management concepts related to the specific environment managers work in, the authors then detail the benefits of introducing gamification in this very environment to resolve business issues. IT Managers, as well as HR professionals, Group Heads and Delivery Leaders will find this be a useful resource to understand how Gamification can improve their everyday work. The book can also be used as a reference for engaging learners and employees to improve their productivity in organizations.



Gamification In Education Breakthroughs In Research And Practice


Gamification In Education Breakthroughs In Research And Practice
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Author : Management Association, Information Resources
language : en
Publisher: IGI Global
Release Date : 2018-01-05

Gamification In Education Breakthroughs In Research And Practice written by Management Association, Information Resources and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-01-05 with Education categories.


Serious games provide a unique opportunity to fully engage students more than traditional teaching approaches. Understanding the best way to utilize these games and the concept of play in an educational setting is imperative for effectual learning in the 21st century. Gamification in Education: Breakthroughs in Research and Practice is an innovative reference source for the latest academic material on the different approaches and issues faced in integrating games within curriculums. Highlighting a range of topics, such as learning through play, virtual worlds, and educational computer games, this publication is ideally designed for educators, administrators, software designers, and stakeholders in all levels of education.



Playful Minds


Playful Minds
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Author : Lily Parker
language : en
Publisher: eBookIt.com
Release Date : 2024-03-12

Playful Minds written by Lily Parker and has been published by eBookIt.com this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-03-12 with Education categories.


Revolutionize Learning: Dive Into the Joy of Educational Games Imagine a world where the joy of play infuses every lesson, where students of all ages are eager to learn, spurred by curiosity and engagement. "Playful Minds: Transforming Education with Gamification" extends a thrilling invitation to educators, parents, and innovators: to reimagine the educational landscape through the potent magic of gamification. The journey starts at the intersection where education meets fun, guiding readers through a captivating exploration of what gamification really is and why it has become an imperative in today's teaching toolkit. Discover the core principles of game design and how they can be harnessed to create enriching educational experiences that captivate both the mind and the heart. Sink your teeth into the psychology that intertwines learning with gaming. Unlock compelling insights into motivation, flow state, and the psychological underpinnings that make game-based learning incredibly effective. Design your very first educational game with strategies right from the minds of seasoned experts, employing powerful narrative techniques, reward systems, and game mechanics that translate across different subjects and cater to diverse learning styles. Dive deep into digital versus non-digital gaming applications, and witness how each can beautifully complement the art of teaching. Equip yourself with the knowledge of the latest technologies, such as AR and VR, and understand how they are revolutionizing learning spaces. While addressing the inclusivity in game design, the book ensures that no learner is left behind. Armed with a plethora of case studies and actionable tools for crafting your own gamified classroom environment, "Playful Minds" ensures that your educational practice is equipped to meet the needs of the modern learner. Evolve your teaching, connect with a passionate educator community, and confidently lead the charge towards a future where learning and play are indistinguishable. As the final page turns, it's not game over, but the next level in educational excellence. Embrace the power of "Playful Minds" to craft experiences that linger long after the lesson ends, fostering a lifelong love for learning.



Gamification Concepts Methodologies Tools And Applications


Gamification Concepts Methodologies Tools And Applications
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Author : Management Association, Information Resources
language : en
Publisher: IGI Global
Release Date : 2015-03-31

Gamification Concepts Methodologies Tools And Applications written by Management Association, Information Resources and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-03-31 with Computers categories.


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.



Transforming Society And Organizations Through Gamification


Transforming Society And Organizations Through Gamification
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Author : Agnessa Spanellis
language : en
Publisher: Palgrave Macmillan
Release Date : 2022-05-22

Transforming Society And Organizations Through Gamification written by Agnessa Spanellis and has been published by Palgrave Macmillan this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-05-22 with Business & Economics categories.


Gamification is the application of game-design elements and game principles to non-game contexts, and has been used to solve problems by applying characteristics of games. Though it has principally been applied in the areas of business and education, this book seeks to expand focus beyond this, looking at how gamification can be used for social change, the development of organizations and the implementation of the UN Sustainable Development goals. Including contributors from across the glove, it draws on a rich array of case studies, from inclusivity in the workplace to ecosystems in the Amazon. A timely contribution to an exciting, growing field, this book engages with the theoretical framework and lays out the foundations for a rigorous theory-based stream of research. It will be valuable reading to scholars and practitioners interested in social change, sustainability, gamification and organizational studies. Agnessa Spanellis (PhD, MEng) is an Assistant Professor at Heriot-Watt University, Scotland and a member of the Research Centre for Logistics and Sustainability at Edinburgh Business School, leading research on gamification for sustainable development and exploring how gamification can improve social and environmental sustainability, especially in more deprived and impoverished communities in low-income counties. J. Tuomas Harviainen (PhD, MBA) works as Associate Professor of information Practices at Tampere University, Finland. Harviainen's work ranges from information sharing in creative organizations to games and gamification. He firmly believes that good research can also be a form of societal activism.



Transforming Society And Organizations Through Gamification


Transforming Society And Organizations Through Gamification
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Author : Agnessa Spanellis
language : en
Publisher: Springer Nature
Release Date : 2021-05-07

Transforming Society And Organizations Through Gamification written by Agnessa Spanellis and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-05-07 with Business & Economics categories.


Gamification is the application of game-design elements and game principles to non-game contexts, and has been used to solve problems by applying characteristics of games. Though it has principally been applied in the areas of business and education, this book seeks to expand focus beyond this, looking at how gamification can be used for social change, the development of organizations and the implementation of the UN Sustainable Development goals. Including contributors from across the glove, it draws on a rich array of case studies, from inclusivity in the workplace to ecosystems in the Amazon. A timely contribution to an exciting, growing field, this book engages with the theoretical framework and lays out the foundations for a rigorous theory-based stream of research. It will be valuable reading to scholars and practitioners interested in social change, sustainability, gamification and organizational studies. Agnessa Spanellis (PhD, MEng) is an Assistant Professor at Heriot-Watt University, Scotland and a member of the Research Centre for Logistics and Sustainability at Edinburgh Business School, leading research on gamification for sustainable development and exploring how gamification can improve social and environmental sustainability, especially in more deprived and impoverished communities in low-income counties. J. Tuomas Harviainen (PhD, MBA) works as Associate Professor of information Practices at Tampere University, Finland. Harviainen's work ranges from information sharing in creative organizations to games and gamification. He firmly believes that good research can also be a form of societal activism.



Game On Level Up Your Teaching With Gamification


Game On Level Up Your Teaching With Gamification
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Author : John Riggs
language : en
Publisher: John Riggs
Release Date : 2023-07-16

Game On Level Up Your Teaching With Gamification written by John Riggs and has been published by John Riggs this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-07-16 with Education categories.


Transform your classroom and captivate your students with gamified learning! This practical book equips educators with strategies and tools to integrate game elements into their teaching. Learn how to boost student engagement, motivation, and academic achievement. Author John Riggs draws from his 10+ years of experience revamping his own middle school classes with gamification. He guides you step-by-step through concepts like rewards, competition, storytelling, and technology integration to create an interactive, game-inspired learning environment. Discover how to design engaging gamified lessons, deliver impactful instruction, and overcome implementation challenges. Packed with real-world examples and insights from teachers already using gamification successfully, this book details proven techniques to unlock your students’ curiosity and agency. Help them take ownership of their learning, develop collaboration skills, and think critically. Aligned activities and immersive experiences fueled by game mechanics will transform your classroom culture. Whether you're new to gamification or looking to improve your current strategies, Game On! will equip you with the knowledge and confidence to create joyful learning through gamification. Your students will be eager to unlock new levels of skills and understanding as education becomes an adventure!



Research Anthology On Developments In Gamification And Game Based Learning


Research Anthology On Developments In Gamification And Game Based Learning
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Author : Management Association, Information Resources
language : en
Publisher: IGI Global
Release Date : 2021-11-26

Research Anthology On Developments In Gamification And Game Based Learning written by Management Association, Information Resources and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-11-26 with Education categories.


Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.



It Through Experiential Learning


It Through Experiential Learning
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Author : Shreekant W Shiralkar
language : en
Publisher: Apress
Release Date : 2016-11-18

It Through Experiential Learning written by Shreekant W Shiralkar and has been published by Apress this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-11-18 with Computers categories.


This concise book shows you how experiential learning can be used to overcome the challenges posed in applying and delivering information technology (IT) to your business needs through an innovative, game-based approach. Technology innovations and evolving business models are part of a rapid change that is forcing corporate and management professionals to learn, deploy, and adopt IT in new ways in order to maintain a competitive advantage. Many are doing this through experiential learning. You’ll begin by reviewing the basics of experiential learning and its relevance to IT, followed by six chapters that apply the hands-on concept through various scenarios. Make IT Through Experiential Learning one of your valued resources today. What You'll Learn: Innovative and proven IT-related application scenarios Generic management and leadership skill development Guidance for applying the learning methods for generating extraordinary results over conventional methods Who This Book Is For: IT professionals, higher education students, and those engaged in training and organizational development.



Gamification With Moodle


Gamification With Moodle
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Author : Natalie Denmeade
language : en
Publisher: Packt Publishing Ltd
Release Date : 2015-10-20

Gamification With Moodle written by Natalie Denmeade and has been published by Packt Publishing Ltd this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-10-20 with Computers categories.


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.