Central Bank of Nigeria Library

Gamification in Education and Business (Record no. 3118)

MARC details
000 -LEADER
fixed length control field 05760nam a22005055i 4500
003 - CONTROL NUMBER IDENTIFIER
control field DE-He213
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20151013141914.0
007 - PHYSICAL DESCRIPTION FIXED FIELD--GENERAL INFORMATION
fixed length control field cr nn 008mamaa
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 141122s2015 gw | s |||| 0|eng d
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 9783319102085
-- 978-3-319-10208-5
024 7# - OTHER STANDARD IDENTIFIER
Standard number or code 10.1007/978-3-319-10208-5
Source of number or code doi
050 #4 - LIBRARY OF CONGRESS CALL NUMBER
Classification number HB144
072 #7 - SUBJECT CATEGORY CODE
Subject category code PBUD
Source bicssc
072 #7 - SUBJECT CATEGORY CODE
Subject category code KCH
Source bicssc
072 #7 - SUBJECT CATEGORY CODE
Subject category code BUS069000
Source bisacsh
072 #7 - SUBJECT CATEGORY CODE
Subject category code MAT011000
Source bisacsh
082 04 - DEWEY DECIMAL CLASSIFICATION NUMBER
Classification number 330.0151
Edition number 23
082 04 - DEWEY DECIMAL CLASSIFICATION NUMBER
Classification number 330
Edition number 23
100 1# - MAIN ENTRY--PERSONAL NAME
Personal name Reiners, Torsten.
Relator term editor.
245 10 - TITLE STATEMENT
Title Gamification in Education and Business
Medium [electronic resource] /
Statement of responsibility, etc. edited by Torsten Reiners, Lincoln C. Wood.
260 #1 - PUBLICATION, DISTRIBUTION, ETC. (IMPRINT)
Place of publication, distribution, etc. Cham :
Name of publisher, distributor, etc. Springer International Publishing :
-- Imprint: Springer,
Date of publication, distribution, etc. 2015.
300 ## - PHYSICAL DESCRIPTION
Extent LIV, 710 p. 189 illus., 106 illus. in color.
Other physical details online resource.
336 ## - CONTENT TYPE
Content type term text
Content type code txt
Source rdacontent
337 ## - MEDIA TYPE
Media type term computer
Media type code c
Source rdamedia
338 ## - CARRIER TYPE
Carrier type term online resource
Carrier type code cr
Source rdacarrier
347 ## - DIGITAL FILE CHARACTERISTICS
File type text file
Encoding format PDF
Source rda
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Introduction -- A RECIPE for Meaningful Gamification -- Studying Gamification: the Effect of Rewards and Incentives on Motivation -- A Conceptual Framework for Gamification Measurement -- Implementing Game Design in Gamification -- Applied Behavioral Economics: A Game Designer’s Perspective -- Towards Leveraging Behavioral Economics in Mobile Application Design -- A Parallel Universe: Psychological Principles in the Language of Game Design -- Context to Culture for Gamification HCI Requirements: Familiarity and Enculturement -- Psychological Theory and the Gamification of Learning -- A History and Frameworks of Digital Badges in Education -- Game-Based Assessment: The Mash-Up We’ve Been Waiting For -- A gamification-based framework for developing learning activities of computational thinking -- Educational Gamified Science Simulations -- From Market Place to Collusion Detection: Case Studies of Gamification in Education -- Physical skills and digital gaming – the relationship between basketball and an augmented reality adaption -- Storytelling to Immersive Learners in an Authentic Virtual Learning Environment -- Shaping Behaviours through Space and Place in Gamified Virtual Learning Environments -- The Development and Assessment of a Team-based Management Game -- Gamification in Virtual Worlds for Learning: A Case Study of PIERSiM for Business Education -- Theoretical Considerations for Game-Based e-Learning Analytics -- Critical Perspective on Gamification in Education -- Implementing Gamification: Requirements and Gamification Platforms -- Workplace Psychology and Gamification: Theory and Application -- The Gamification as a Resourceful Tool to Im-prove Work Performance -- Gamification in the Enterprise: Differences from Consumer Market, Implications, and a Method to Manage Them -- Designing gamification to guide competitive and cooperative behavior in teamwork -- Gamification & Law -- How to Avoid the Dark Side of Gamification: Ten Business Scenarios and Their Unintended Consequences -- Gamification of Survey Research: Empirical Results from Gamifying a Conjoint Experiment -- Project knowledge management while simply playing! Gaming mechanics in project knowledge management systems -- How Gamification Can Help Companies to Become More Sustainable – a Case Study on Ride Sharing -- Gamification: Supported Exploration and Practicing for Automotive User Interfaces and Vehicle Functions -- Application of Game Thinking and Game Elements in New Joiner Induction and On-boarding Process:  A Business Case Study -- Gamification: The Measurement of Benefits.
520 ## - SUMMARY, ETC.
Summary, etc. 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.
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Economics.
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Mathematics.
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Education.
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Economics, Mathematical.
650 14 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Economics/Management Science.
650 24 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Game Theory/Mathematical Methods.
650 24 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Game Theory, Economics, Social and Behav. Sciences.
650 24 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Educational Technology.
700 1# - ADDED ENTRY--PERSONAL NAME
Personal name Wood, Lincoln C.
Relator term editor.
710 2# - ADDED ENTRY--CORPORATE NAME
Corporate name or jurisdiction name as entry element SpringerLink (Online service)
773 0# - HOST ITEM ENTRY
Title Springer eBooks
776 08 - ADDITIONAL PHYSICAL FORM ENTRY
Relationship information Printed edition:
International Standard Book Number 9783319102078
856 40 - ELECTRONIC LOCATION AND ACCESS
Uniform Resource Identifier <a href="http://dx.doi.org/10.1007/978-3-319-10208-5">http://dx.doi.org/10.1007/978-3-319-10208-5</a>
912 ## -
-- ZDB-2-SBE
942 ## - ADDED ENTRY ELEMENTS (KOHA)
Source of classification or shelving scheme Dewey Decimal Classification
Koha item type E-Books

No items available.