top

  Info

  • Utilizzare la checkbox di selezione a fianco di ciascun documento per attivare le funzionalità di stampa, invio email, download nei formati disponibili del (i) record.

  Info

  • Utilizzare questo link per rimuovere la selezione effettuata.
Gamification in Education and Business / / edited by Torsten Reiners, Lincoln C. Wood
Gamification in Education and Business / / edited by Torsten Reiners, Lincoln C. Wood
Edizione [1st ed. 2015.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Springer, , 2015
Descrizione fisica 1 online resource (749 p.)
Disciplina 330
330.0151
371.33
519
Soggetto topico Game theory
Educational technology
Game Theory
Game Theory, Economics, Social and Behav. Sciences
Educational Technology
ISBN 3-319-10208-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto 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.
Record Nr. UNINA-9910298511003321
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2015
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Network Optimization [[electronic resource] ] : 5th International Conference, INOC 2011, Hamburg, Germany, June 13-16, 2011, Proceedings / / edited by Julia Pahl, Torsten Reiners, Stefan Voß
Network Optimization [[electronic resource] ] : 5th International Conference, INOC 2011, Hamburg, Germany, June 13-16, 2011, Proceedings / / edited by Julia Pahl, Torsten Reiners, Stefan Voß
Edizione [1st ed. 2011.]
Pubbl/distr/stampa Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2011
Descrizione fisica 1 online resource (XIV, 670 p.)
Disciplina 004.6
Collana Computer Communication Networks and Telecommunications
Soggetto topico Computer communication systems
Computer science—Mathematics
Algorithms
Application software
Data structures (Computer science)
Electrical engineering
Computer Communication Networks
Discrete Mathematics in Computer Science
Algorithm Analysis and Problem Complexity
Information Systems Applications (incl. Internet)
Data Structures
Communications Engineering, Networks
ISBN 3-642-21527-0
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto pt. 1. Theoretical problems/uncertainty/graph theory/network design -- pt. 2. Network flow -- pt. 3. Routing and transportation -- pt. 4. Further optimization problems and applications.
Record Nr. UNISA-996465931103316
Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2011
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
Synthetic worlds : emerging technologies in education and economics / / Andreas Hebbel-Seeger, Torsten Reiners, Dennis Schaffer, editors
Synthetic worlds : emerging technologies in education and economics / / Andreas Hebbel-Seeger, Torsten Reiners, Dennis Schaffer, editors
Edizione [1st ed. 2014.]
Pubbl/distr/stampa New York, : Springer, 2014
Descrizione fisica 1 online resource (422 p.)
Disciplina 658.4038
Altri autori (Persone) Hebbel-SeegerAndreas
ReinersTorsten
SchafferDennis
Collana Integrated series in information systems
Soggetto topico Virtual reality in mmanagement
Electronic commerce
Virtual reality in education
Educational technology
ISBN 1-4614-6286-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto TÜV Nord in 3D: Avatars at Work / From Second Life to the Web 3D -- How Linden Lab Built a Virtual World for Business and Education -- Transforming Ideas to Innovations: A Methodology for 3D Systems Development -- Second Life as a Social Experiment -- Social Navigation for Learning in Immersive Worlds -- 3D Digital Environments for Virtual Teams -- Second Life as a Virtual Lab Environment -- Taking the Distance out of Learning for Students through a Virtual World -- Pedagogical and Psychological Impacts of Teaching and Learning in Virtual Realities -- Virtual World-Building: Implications for Education and Training -- Game-based Elements to Upgrade Bots to Non-Player Characters in Support of Educators -- Collaborative Learning in Virtual Environments -- Business Meets Community in Virtual Berlin -- Supporting Diverse Needs of Learning Groups: Towards Highly Flexible Learning Settings in Collaborative 3D Virtual Environments -- Transforming Ideas to Innovations: A Methodology for 3D Systems Development.
Record Nr. UNINA-9910298546603321
New York, : Springer, 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui