標題: Titlebook: Gamification Mindset; Ole Goethe Book 2019 Springer Nature Switzerland AG 2019 gamification.game design.interaction design.user interface. [打印本頁] 作者: dentin 時間: 2025-3-21 18:06
書目名稱Gamification Mindset影響因子(影響力)
書目名稱Gamification Mindset影響因子(影響力)學科排名
書目名稱Gamification Mindset網絡公開度
書目名稱Gamification Mindset網絡公開度學科排名
書目名稱Gamification Mindset被引頻次
書目名稱Gamification Mindset被引頻次學科排名
書目名稱Gamification Mindset年度引用
書目名稱Gamification Mindset年度引用學科排名
書目名稱Gamification Mindset讀者反饋
書目名稱Gamification Mindset讀者反饋學科排名
作者: Pituitary-Gland 時間: 2025-3-21 23:47 作者: 注入 時間: 2025-3-22 01:07 作者: 手銬 時間: 2025-3-22 06:20
Games Are Learning Systems,same. Serious games, specifically, and gamification both try to solve a problem, promote, and motivate learning by using game-based techniques and thinking. This is true but there are certain differences and subtleties that designers must know before going forward with gamified or game-based learnin作者: 流逝 時間: 2025-3-22 12:36
Learning Experiences in Real Life, involved or engaged in experiential learning, they learn to solve the kinds of complex, tricky problems that not always have the clear answers, just like life. This chapter discusses the ways to optimize the learning experience through the use of technologies, making lesson planning to be inspired 作者: 旅行路線 時間: 2025-3-22 16:20
Gamified Learning Experiences,onal approach, integrating game elements in a learning environment. The purpose of gamified learning experiences is to maximize learning with enjoyment and engagement, capturing the interest of the learners to help them learn more. Hence, gamification, the process of defining the game elements that 作者: 旅行路線 時間: 2025-3-22 20:54
Game Design Principles Usable in Gamification,etics to develop a game for either educational, entertainment, experimental, or exercise purposes. Game design bears significance to develop rules, challenges, and goals applicable to various kinds of gamification settings. We will discuss game design as a concept, game as a tree, dynamics, game the作者: 常到 時間: 2025-3-22 22:36
Visual Aesthetics in Games and Gamification,ation form that results in active user engagement and participation through the visual aesthetics and the game-like experiences it accommodates. While current interactive designs expand a number of digital technologies genres, the use of gamification excels the process of taking audience as the subj作者: Venules 時間: 2025-3-23 01:23
Timings in Games and Gamification,d taken in a fraction of a second. Time constraints are also an essential component of game and gamification development. Timings in games and gamification projects stimulate creative thinking, best shots on timings, smart decision-making, and quick outcomes. This chapter discusses the timings in ga作者: 禁止 時間: 2025-3-23 06:47
Immersion in Games and Gamification,sion is often termed as presence in the gaming world, which is of various kinds in terms of how media is perceived. The spatial presence or immersion is closest to what game designers think of as immersion. The immersion in game design is that a game creates a spatial presence when the player starts作者: 爆炸 時間: 2025-3-23 10:03
Immersive Virtualizations, However, it requires the adoption of new methodologies and approaches. The purpose of such virtual apps may differ greatly and thus training needs for immersive virtualizations in gamification experiences also differ. This chapter explains immersive virtualized experiences in the context of gamific作者: spondylosis 時間: 2025-3-23 16:20 作者: 溺愛 時間: 2025-3-23 18:36
Springer Nature Switzerland AG 2019作者: Pulmonary-Veins 時間: 2025-3-24 01:21
Gamification Mindset978-3-030-11078-9Series ISSN 1571-5035 Series E-ISSN 2524-4477 作者: magnanimity 時間: 2025-3-24 05:51
https://doi.org/10.1007/978-3-030-11078-9gamification; game design; interaction design; user interface; user experience作者: 閑蕩 時間: 2025-3-24 08:34
Ole GoetheProvides a methodical gamification guide.Describes how video game aesthetics apply to gamification.Contains techniques and examples from a range of sectors including business and education作者: nonplus 時間: 2025-3-24 14:33 作者: Ancestor 時間: 2025-3-24 15:15 作者: palpitate 時間: 2025-3-24 22:31
Energy Dispersive X-ray Spectroscopy,es. In this digital age, gamification has become an exciting concept in the business world. An increasing number of businesses and teams are applying gamified thinking in their products. However, it seems that people’s expectation of this application can become unrealistic sometimes. Gamified thinki作者: Champion 時間: 2025-3-25 00:15
,Black–Scholes – Diffusion Models,same. Serious games, specifically, and gamification both try to solve a problem, promote, and motivate learning by using game-based techniques and thinking. This is true but there are certain differences and subtleties that designers must know before going forward with gamified or game-based learnin作者: Acetaldehyde 時間: 2025-3-25 05:19 作者: 制定法律 時間: 2025-3-25 08:35 作者: Obliterate 時間: 2025-3-25 12:49 作者: 粗語 時間: 2025-3-25 18:12 作者: intuition 時間: 2025-3-25 23:34
https://doi.org/10.1007/978-981-15-0552-2d taken in a fraction of a second. Time constraints are also an essential component of game and gamification development. Timings in games and gamification projects stimulate creative thinking, best shots on timings, smart decision-making, and quick outcomes. This chapter discusses the timings in ga作者: Mucosa 時間: 2025-3-26 03:44
Linear Partial Differential Equations,sion is often termed as presence in the gaming world, which is of various kinds in terms of how media is perceived. The spatial presence or immersion is closest to what game designers think of as immersion. The immersion in game design is that a game creates a spatial presence when the player starts作者: Opponent 時間: 2025-3-26 07:58 作者: CHIP 時間: 2025-3-26 11:04 作者: Colonoscopy 時間: 2025-3-26 15:09
Book 2019more. Compared to other books on this topic, it gives more than just an introduction and develops the readers understanding through frameworks and models, based on research to make it easier to develop gamified systems...The concept of gamification. .achieved increased popularity in 2010 when a numb作者: 你不公正 時間: 2025-3-26 19:25 作者: 無脊椎 時間: 2025-3-26 21:27
https://doi.org/10.1007/978-1-349-01008-0t and engagement, capturing the interest of the learners to help them learn more. Hence, gamification, the process of defining the game elements that motivate and intrigue the interest of the students and applying these elements into a nongame context (learning) to influence behavior, is also a part of the discussion in this chapter.作者: 沉思的魚 時間: 2025-3-27 03:30 作者: jaunty 時間: 2025-3-27 09:10 作者: 替代品 時間: 2025-3-27 10:32 作者: 向外供接觸 時間: 2025-3-27 14:13 作者: NEEDY 時間: 2025-3-27 18:39 作者: pulmonary 時間: 2025-3-27 23:39 作者: Immunotherapy 時間: 2025-3-28 03:23 作者: 宏偉 時間: 2025-3-28 06:46 作者: 逃避現(xiàn)實 時間: 2025-3-28 12:39
Timings in Games and Gamification,ation projects stimulate creative thinking, best shots on timings, smart decision-making, and quick outcomes. This chapter discusses the timings in games and gamification, the related theories, factors, implications, outcomes, and advantages.作者: stratum-corneum 時間: 2025-3-28 14:37 作者: 微粒 時間: 2025-3-28 22:16
Multimodality and Gamification, connected to reward-based models while the modality in gamification in modern times is related to even more diverse, more comprehensive, and perhaps more complicated experiences. This chapter reveals those areas including haptics, augmented reality, mixed reality, virtual reality, sensors, and other relevant concepts and technologies.作者: enmesh 時間: 2025-3-28 22:54 作者: 得罪人 時間: 2025-3-29 05:32 作者: AGATE 時間: 2025-3-29 08:04
Energy Dispersive X-ray Spectroscopy,duct. One should not become much reliant on gamified thinking that one obscures the primary purpose of the product. Setting expectations and knowing the problems with applying gamified thinking are important for the projects to succeed, which make the gist of this chapter.作者: idiopathic 時間: 2025-3-29 11:33 作者: phlegm 時間: 2025-3-29 18:32 作者: 輕快帶來危險 時間: 2025-3-29 20:52
Problems with Applying Gamified Thinking into a Product,duct. One should not become much reliant on gamified thinking that one obscures the primary purpose of the product. Setting expectations and knowing the problems with applying gamified thinking are important for the projects to succeed, which make the gist of this chapter.作者: originality 時間: 2025-3-30 01:18 作者: 易發(fā)怒 時間: 2025-3-30 06:16 作者: Hemoptysis 時間: 2025-3-30 10:16
1571-5035 os. It is a comprehensive analysis and discussion about gamification and serves as a useful tool, since it acquaints readers with gamification and how to use it, through illustrated practical theore978-3-030-11078-9Series ISSN 1571-5035 Series E-ISSN 2524-4477