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Transforming Learning And It Management Through Gamification

Author : Edmond C. Prakash
ISBN : 9783319186993
Genre : Computers
File Size : 23.96 MB
Format : PDF, ePub, Docs
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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.
Category: Computers

Gamification With Moodle

Author : Natalie Denmeade
ISBN : 9781785286810
Genre : Computers
File Size : 58.70 MB
Format : PDF, ePub
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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.
Category: Computers

Gamification In Education Breakthroughs In Research And Practice

Author : Management Association, Information Resources
ISBN : 9781522551997
Genre : Education
File Size : 25.48 MB
Format : PDF, ePub
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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.
Category: Education

The Gamification Toolkit

Author : Kevin Werbach
ISBN : 9781613630686
Genre : Business & Economics
File Size : 50.8 MB
Format : PDF, ePub, Docs
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Take your gamification efforts to the next level When The Economist covered Kevin Werbach and Dan Hunter's new book For the Win in 2012, they referred to gamification as a "management craze." Since then, gamification has proved to be much more than a fleeting fad: it is a global movement. For the Win has been published globally in English, Chinese, Japanese, Korean, Russian, and Spanish, and more than a quarter of a million people have taken Werbach's gamification course on Coursera. Now, in their new ebook The Gamification Toolkit, Werbach and Hunter go deeper into the key game elements and provide you with the tools to take gamification to the next level. This brief but comprehensive ebook is a user's guide to help you build a game—for the win.
Category: Business & Economics

Gamification For Employee Engagement

Author : Akila Narayanan
ISBN : 9781783001354
Genre : Business & Economics
File Size : 59.3 MB
Format : PDF, ePub, Mobi
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If a positive and engaged team is important to you, get started with gamification now and discover how it could transform your workplace.
Category: Business & Economics

Technology And Innovation Management

ISBN : 9788120353121
Genre : Business & Economics
File Size : 62.68 MB
Format : PDF, ePub, Mobi
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Technology and Innovation Management is one of most sought-after course offered in Business Schools like MBA or PGDM, and various Technology Institutes today. This book, written with deep ingrained practical insights and well-researched theoretical foundations, is a worthy addition to the existing study materials in this field. The book is designed to be a companion for students and managers who wish to understand technology and innovation management. The book explains the relationship between technology innovation and strategy in a simplified manner. Keeping Indian education framework in mind, this book details on practices and principles that are easy to implement. The theories are simple to grasp, and anecdotal stories on Technology and Innovation implementations make it a most student-friendly book to get success in exams as well as in the professional front. It further explains the core principles of Technology and Innovation Management. S-Curve and the Segment Zero Principle, and also explains the role of Government in Technology Development. KEY FEATURES • Provides an in-depth knowledge of Product and Process Development and Role of Technology • Gives a through overview of Existing and Emerging Technology, Human Aspects and Social Issues in Technology Management • Contained with MCQs and their answers important from an examination point of view.
Category: Business & Economics

The Field Guide To The 6ds

Author : Andy Jefferson
ISBN : 9781118677148
Genre : Business & Economics
File Size : 71.54 MB
Format : PDF, Docs
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Practical guidelines for implementing the six disciplines of breakthrough learning The Six Disciplines of Breakthrough Learning has become a standard for companies serious about increasing the return on their investment in learning and development. Now the authors help workplace learning professionals apply the concepts of their bestselling book. With real-world applications, case studies, how-to guidelines, and practical advice and examples for implementing the 6Ds, The 6Ds Fieldbook: Beyond ADDIE will help organizations substantially increase the return on investment and decrease "learning scrap," the potential value that goes unrealized in many learning and development initiatives. Helps OD professionals apply the concepts of the bestselling Six Disciplines of Breakthrough Learning Includes all new case studies, examples, tools, and best practices in use by organizations that have successfully used the 6Ds Taps into the experience and expertise of 6Ds practitioners Linking to social media to enhance the lessons of the book, The 6Ds Fieldbook is an easy-to-use and widely-applicable guide to getting the most from learning and development.
Category: Business & Economics

Human Aspects Of It For The Aged Population Aging Design And User Experience

Author : Jia Zhou
ISBN : 9783319585307
Genre : Computers
File Size : 77.31 MB
Format : PDF, ePub
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The two-volume set LNCS 10297 + 10298 constitutes the refereed proceedings of the Third International Conference on Human Aspects of IT for the Aged Population, ITAP 2017, held as part of HCI International 2017 in Vancouver, BC, Canada. HCII 2017 received a total of 4340 submissions, of which 1228 papers were accepted for publication after a careful reviewing process. The 83 papers presented in the two volumes of ITAP 2017 were organized in topical sections as follows: Part I: aging and technology acceptance; user-centred design for the elderly; product design for the elderly; aging and user experience; digital literacy and training. Part II: mobile and wearable interaction for the elderly; aging and social media; silver and intergenerational gaming; health care and assistive technologies and services for the elderly; aging and learning, working and leisure.
Category: Computers

Gamification For Human Factors Integration Social Education And Psychological Issues

Author : Bishop, Jonathan
ISBN : 9781466650725
Genre : Technology & Engineering
File Size : 62.4 MB
Format : PDF, ePub, Docs
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With the popularity and ease-of-access to internet technologies, especially social networking, a number of human-centered issues has developed including internet addiction and cyber bullying. In an effort to encourage positive behavior, it is believed that applying gaming principles to non-gaming environments through gamification can assist in improving human interaction online. Gamification for Human Factors Integration: Social, Educational, and Psychological Issues presents information and best practices for promoting positive behavior online through gamification applications in social, educational, and psychological contexts. Through up-to-date research and practical applications, educators, academicians, information technology professionals, and psychologists will gain valuable insight into human-internet interaction and a possible solution for improving the relationship between society and technology.
Category: Technology & Engineering