標(biāo)題: Titlebook: Gamification in Education and Business; Torsten Reiners,Lincoln C. Wood Book 2015 Springer International Publishing Switzerland 2015 Adapt [打印本頁(yè)] 作者: Cyclone 時(shí)間: 2025-3-21 17:42
書目名稱Gamification in Education and Business影響因子(影響力)
書目名稱Gamification in Education and Business影響因子(影響力)學(xué)科排名
書目名稱Gamification in Education and Business網(wǎng)絡(luò)公開度
書目名稱Gamification in Education and Business網(wǎng)絡(luò)公開度學(xué)科排名
書目名稱Gamification in Education and Business被引頻次
書目名稱Gamification in Education and Business被引頻次學(xué)科排名
書目名稱Gamification in Education and Business年度引用
書目名稱Gamification in Education and Business年度引用學(xué)科排名
書目名稱Gamification in Education and Business讀者反饋
書目名稱Gamification in Education and Business讀者反饋學(xué)科排名
作者: HAVOC 時(shí)間: 2025-3-21 23:33 作者: Agronomy 時(shí)間: 2025-3-22 00:38 作者: 常到 時(shí)間: 2025-3-22 04:37
,Applied Behavioral Economics: A Game Designer’s Perspective,of behavioral economics and psychology to essentially gamify games. New feature-sets have been developed and traditional ones optimized. These activities are useful to both the academic and business worlds because these companies are implementing features that are unique, both in their visibility to作者: 無法破譯 時(shí)間: 2025-3-22 09:47
Towards Leveraging Behavioral Economics in Mobile Application Design,onal decisions, for example if it comes to spending money. However, humans tend to use reference points to judge and decide. Nowadays, mobile devices can work as flexible tools to create reference points thus supporting decisions without being explicit about it. We discuss if and how mobile apps can作者: micronutrients 時(shí)間: 2025-3-22 13:45 作者: micronutrients 時(shí)間: 2025-3-22 17:13 作者: gorgeous 時(shí)間: 2025-3-22 21:27
Psychological Theory and the Gamification of Learning, and explore several theories from the domain of psychology to provide this foundation. This includes the theory of gamified instructional design, classic conditioning theories of learning, expectancy-based theories, goal-setting theory, and self-determination theory. For each theory (or family of t作者: Androgen 時(shí)間: 2025-3-23 04:20
A History and Frameworks of Digital Badges in Education,ds but go farther in providing validation to viewers in that they are linked to metadata or artifacts. Frameworks, models, and systems of digital badging implementation are just beginning to emerge in the educational and computer science research literature as the digital badging movement began in e作者: Bucket 時(shí)間: 2025-3-23 07:46
,Game-Based Assessment: The Mash-Up We’ve Been Waiting For,on needs assessment Section 2 reviews the failings of current approaches to assessment. Section 3 uses those failures to articulate game-based solutions. Section 4 explains why students love to be assessed. Section 5 points out that higher education is already a game and that game-based assessment i作者: 環(huán)形 時(shí)間: 2025-3-23 10:36 作者: hauteur 時(shí)間: 2025-3-23 16:10 作者: 悄悄移動(dòng) 時(shí)間: 2025-3-23 21:48
From Market Place to Collusion Detection: Case Studies of Gamification in Education, While most of these definitions have focused on the use such game elements as game mechanics, attributes, game-thinking, and many others, in non-game environments, Jacobs (2013) and Bunchball (2010) point to an additional key aspect of elements that should be prioritized: to influence player behavi作者: sterilization 時(shí)間: 2025-3-23 22:25 作者: myopia 時(shí)間: 2025-3-24 04:44
Storytelling to Immersive Learners in an Authentic Virtual Training Environment,when we examine the skills required by graduates. We explain how the project nDiVE addresses these issues by immersing the learners in a virtual environment and getting them included in a storyline. Gamification elements are used to increase the engagement with the environment and focus attention on作者: 支架 時(shí)間: 2025-3-24 06:40 作者: Facilities 時(shí)間: 2025-3-24 13:33 作者: 規(guī)范要多 時(shí)間: 2025-3-24 16:48 作者: Diverticulitis 時(shí)間: 2025-3-24 20:10
Torsten Reiners,Lincoln C. WoodPresents a concrete guideline for implementation and a strong theoretical basis to properly implement gamification technology.Includes chapters covering the “dark side” of gamification and how to solv作者: 挖掘 時(shí)間: 2025-3-25 03:00
M. Sinaasappel,M. van Iterson,C. Incetext for long-term change. While reward-based gamification can be useful for short-term goals and situations where the participants have no personal connections or intrinsic motivation to engage in a context, rewards can reduce intrinsic motivation and the long-term desire to engage with the real wo作者: Generator 時(shí)間: 2025-3-25 05:26 作者: Mundane 時(shí)間: 2025-3-25 08:52
https://doi.org/10.1007/978-0-387-76362-0r learning and development assessment as KirkPatrick’s Four Level of Evaluation Theory, Kolbs Experiential Learning Theory and Sweller’s Theory on Cognitive Load as the premise for the foundation of an appropriate measurement system for development of appropriate gamification metrics. Given that the作者: Bereavement 時(shí)間: 2025-3-25 13:10
https://doi.org/10.1007/978-981-16-2004-1of behavioral economics and psychology to essentially gamify games. New feature-sets have been developed and traditional ones optimized. These activities are useful to both the academic and business worlds because these companies are implementing features that are unique, both in their visibility to作者: Presbycusis 時(shí)間: 2025-3-25 17:45
https://doi.org/10.1007/978-981-19-9658-0onal decisions, for example if it comes to spending money. However, humans tend to use reference points to judge and decide. Nowadays, mobile devices can work as flexible tools to create reference points thus supporting decisions without being explicit about it. We discuss if and how mobile apps can作者: 碌碌之人 時(shí)間: 2025-3-25 20:36
https://doi.org/10.1007/978-1-4842-8048-5 1. Provides a brief review of the history of games in the psychological literature. Section 2. Describes how the scientific principles of behaviorism connect to the language of games and Section 3. Performs the same task with regard to cognitive psychology. Section 4. Warns the game community about作者: 有角 時(shí)間: 2025-3-26 02:17
Correlative and Regression Analysesmification. The important HCI theory of affordance is used to illustrate context and culture, and their importance in the design of artefacts, in this case games for education and business. We then consider how these concepts are incorporated into the game design through appropriate requirements eng作者: 增減字母法 時(shí)間: 2025-3-26 07:07 作者: 脫落 時(shí)間: 2025-3-26 10:20
https://doi.org/10.1007/978-3-030-35032-1ds but go farther in providing validation to viewers in that they are linked to metadata or artifacts. Frameworks, models, and systems of digital badging implementation are just beginning to emerge in the educational and computer science research literature as the digital badging movement began in e作者: 打折 時(shí)間: 2025-3-26 15:40
https://doi.org/10.1007/978-3-658-38159-2on needs assessment Section 2 reviews the failings of current approaches to assessment. Section 3 uses those failures to articulate game-based solutions. Section 4 explains why students love to be assessed. Section 5 points out that higher education is already a game and that game-based assessment i作者: mortuary 時(shí)間: 2025-3-26 17:06 作者: 依法逮捕 時(shí)間: 2025-3-27 00:22
Kernresonanzspektroskopie (NMR)s and ideas behind abstract formulas. Interactive simulations are one of the most powerful tools for increasing the students’ problem-solving abilities, and enhancing their understanding of conceptual models and formulas, which are hard to visualize without technology-enhanced tools. Creating simula作者: 反復(fù)無常 時(shí)間: 2025-3-27 02:19 作者: 不能根除 時(shí)間: 2025-3-27 08:19 作者: Expand 時(shí)間: 2025-3-27 12:09 作者: Ballerina 時(shí)間: 2025-3-27 17:38
Die Koeffizienten als Funktionen der Nummer,rned subsequently lead us explore understanding and shaping people’s behaviours in gamified virtual environments (VEs). In this study, we develop a theoretical model for elaborating people’s behaviours within VEs through the notions of ‘space’ and ‘place’, then proceed to build a coherent set of pol作者: intoxicate 時(shí)間: 2025-3-27 19:54 作者: 農(nóng)學(xué) 時(shí)間: 2025-3-27 23:53
https://doi.org/10.1007/978-3-642-92547-4htful learning to occur it is necessary to integrate the processes of action and reflection. Incorporating learning concepts and theories in the design of the gaming experience is required if this is to occur. To date, gamification appears to be preoccupied with badging rather than seeking to overla作者: fluoroscopy 時(shí)間: 2025-3-28 02:54
https://doi.org/10.1007/978-981-97-1635-7Gamification is about identifying structures and behavioral procedures in “games” (video-games, board-games, party-games… or even sports!) and replicate them in educational or working, to manage audience behavior.作者: Endemic 時(shí)間: 2025-3-28 06:50
Implementing Game Design in Gamification,Gamification is about identifying structures and behavioral procedures in “games” (video-games, board-games, party-games… or even sports!) and replicate them in educational or working, to manage audience behavior.作者: 一致性 時(shí)間: 2025-3-28 13:25 作者: 冰雹 時(shí)間: 2025-3-28 15:03
https://doi.org/10.1007/978-3-319-10208-5Adaptive Systems; Complex Systems; Education; Forecasting; Game Theory; Gamification作者: COMMA 時(shí)間: 2025-3-28 20:45 作者: mydriatic 時(shí)間: 2025-3-29 01:51 作者: Intrepid 時(shí)間: 2025-3-29 06:11 作者: HOWL 時(shí)間: 2025-3-29 09:42 作者: Precursor 時(shí)間: 2025-3-29 12:04 作者: 貪婪的人 時(shí)間: 2025-3-29 16:36 作者: adumbrate 時(shí)間: 2025-3-29 19:57 作者: Oscillate 時(shí)間: 2025-3-30 02:34
Storytelling to Immersive Learners in an Authentic Virtual Training Environment,ight some additional areas where further investigation is still in progress, emphasising the need to understand how particular gamification mechanisms relate to intrinsic motivation, and present first experimental findings using a self-exploratory scenario.作者: 不斷的變動(dòng) 時(shí)間: 2025-3-30 06:58
ers covering the “dark side” of gamification and how to solv.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 variou作者: 價(jià)值在貶值 時(shí)間: 2025-3-30 12:11 作者: headway 時(shí)間: 2025-3-30 15:32
https://doi.org/10.1007/978-3-658-38159-2ns. Section 4 explains why students love to be assessed. Section 5 points out that higher education is already a game and that game-based assessment is likely to yield better data because it is a kinder, more effective way to respond to failure.作者: 懸掛 時(shí)間: 2025-3-30 17:48
Die Koeffizienten als Funktionen der Nummer,eoretical model for elaborating people’s behaviours within VEs through the notions of ‘space’ and ‘place’, then proceed to build a coherent set of policies to govern the VEs and produce a framework for incorporating gamified designs into VEs, based on the model.作者: LIMN 時(shí)間: 2025-3-30 23:32
A Parallel Universe: Psychological Science in the Language of Game Design, connect to the language of games and Section 3. Performs the same task with regard to cognitive psychology. Section 4. Warns the game community about psychological hazards that can create trouble for individuals and organizations trying to realize the promise of gamification. Section 5. Summarizes a research agenda for psychology.作者: 教育學(xué) 時(shí)間: 2025-3-31 03:50
,Game-Based Assessment: The Mash-Up We’ve Been Waiting For,ns. Section 4 explains why students love to be assessed. Section 5 points out that higher education is already a game and that game-based assessment is likely to yield better data because it is a kinder, more effective way to respond to failure.作者: 解凍 時(shí)間: 2025-3-31 06:56 作者: CHOP 時(shí)間: 2025-3-31 13:01
https://doi.org/10.1007/978-981-19-9658-0 influence decision making. As a consequence, apps can be built to better fit into the decision making progress. We argue that applying concepts from behavioral economics can increase user experience in a subtle manner.作者: insular 時(shí)間: 2025-3-31 16:56
Towards Leveraging Behavioral Economics in Mobile Application Design, influence decision making. As a consequence, apps can be built to better fit into the decision making progress. We argue that applying concepts from behavioral economics can increase user experience in a subtle manner.作者: 嬉耍 時(shí)間: 2025-3-31 20:19
M. Sinaasappel,M. van Iterson,C. Incef meaningful gamification. This article introduces six concepts—Reflection, Exposition, Choice, Information, Play, and Engagement—to guide designers of gamification systems that rely on non-reward-based game elements to help people find personal connections and meaning in a real world context.作者: 圓桶 時(shí)間: 2025-4-1 00:36
https://doi.org/10.1007/978-981-16-2004-1onomics theory that seems to have ties to common mechanics found within modern games. Once these game mechanics are identified, adaptations to help these mechanics fit within non-game environments are examined. In addition, common errors in the design and implementation of these gamification methods are discussed.作者: Axillary 時(shí)間: 2025-4-1 03:44 作者: 背帶 時(shí)間: 2025-4-1 06:36 作者: 女歌星 時(shí)間: 2025-4-1 10:09
,Applied Behavioral Economics: A Game Designer’s Perspective,onomics theory that seems to have ties to common mechanics found within modern games. Once these game mechanics are identified, adaptations to help these mechanics fit within non-game environments are examined. In addition, common errors in the design and implementation of these gamification methods are discussed.作者: 手工藝品 時(shí)間: 2025-4-1 17:04
From Market Place to Collusion Detection: Case Studies of Gamification in Education,ntity, and many others at various levels (Bunchball, 2010). Gartner pointed out that more than 50 % of businesses will use gamification as the driving mechanism to transform business operations by 2015 (Burke, 2011).