Transforming Learning and IT Management through Gamification: International Series on Computer, Entertainment and Media Technology
Autor Edmond C. Prakash, Madhusudan Raoen Limba Engleză Paperback – 22 oct 2016
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.
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Specificații
ISBN-13: 9783319371207
ISBN-10: 3319371207
Pagini: 119
Ilustrații: XIII, 119 p. 24 illus., 22 illus. in color.
Dimensiuni: 155 x 235 mm
Greutate: 0.2 kg
Ediția:Softcover reprint of the original 1st ed. 2015
Editura: Springer International Publishing
Colecția Springer
Seria International Series on Computer, Entertainment and Media Technology
Locul publicării:Cham, Switzerland
ISBN-10: 3319371207
Pagini: 119
Ilustrații: XIII, 119 p. 24 illus., 22 illus. in color.
Dimensiuni: 155 x 235 mm
Greutate: 0.2 kg
Ediția:Softcover reprint of the original 1st ed. 2015
Editura: Springer International Publishing
Colecția Springer
Seria International Series on Computer, Entertainment and Media Technology
Locul publicării:Cham, Switzerland
Cuprins
Introduction.- Issues faced by IT Managers, Educators and Policy Makers.- Introduction to Gamification.- Introduction to Gamification in Enterprises.- Gamification in Informal Education environments: A Case Study.- Gamification in Enterprise: A Case Study.- How gamification helps Managers.- Implementing a gamification solution.
Recenzii
“This title is undoubtedly a valuable contribution to the literature in the field. Most of today’s enterprise IT managers will find many useful facts and answers on a game-oriented approach to everyday work tasks, improving employee motivation, innovation, and productivity using IT as a standard tool. … this book provides evidence for gamification’s ability to improve work culture, productivity, and success.” (F. J. Ruzic, Computing Reviews, March, 2016)
Caracteristici
Illustrates the significant benefits for IT managers and educators to use gamification as a powerful learning tool Provides successful case studies in Gamification that highlight practical tips techniques for effective IT management Presents solutions to existing challenges facing IT managers, educators and policy makers in enterprise, academia and government