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Torsten Reiners | Akateeminen Kirjakauppa

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Gamification in Education and Business
Tekijä: Torsten Reiners (ed.); Lincoln C. Wood (ed.)
Kustantaja: Springer (2014)
Saatavuus: Noin 17-20 arkipäivää
EUR   215,70
Gamification in Education and Business
Tekijä: Torsten Reiners (ed.); Lincoln C. Wood (ed.)
Kustantaja: Springer (2016)
Saatavuus: Noin 17-20 arkipäivää
EUR   215,70
Network Optimization : 5th International Conference, INOC 2011, Hamburg, Germany, June 13-16, 2011, Proceedings
Tekijä: Julia Pahl (ed.); Torsten Reiners (ed.); Stefan Voß (ed.)
Kustantaja: Springer (2011)
Saatavuus: Noin 17-20 arkipäivää
EUR   97,90
Synthetic Worlds : Emerging Technologies in Education and Economics
Tekijä: Andreas Hebbel-Seeger (ed.); Torsten Reiners (ed.); Dennis Schäffer (ed.)
Kustantaja: Springer (2013)
Saatavuus: Noin 17-20 arkipäivää
EUR   129,90
Synthetic Worlds : Emerging Technologies in Education and Economics
Tekijä: Andreas Hebbel-Seeger (ed.); Torsten Reiners (ed.); Dennis Schäffer (ed.)
Kustantaja: Springer (2016)
Saatavuus: Noin 17-20 arkipäivää
EUR   129,90
    
Gamification in Education and Business
215,70 €
Springer
Sivumäärä: 710 sivua
Asu: Kovakantinen kirja
Painos: 2015
Julkaisuvuosi: 2014, 08.12.2014 (lisätietoa)
Kieli: Englanti

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.



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Helsinki
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Tampere
Gamification in Education and Business
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ISBN:
9783319102078
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