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Titlebook: Gamification in Education and Business; Torsten Reiners,Lincoln C. Wood Book 2015 Springer International Publishing Switzerland 2015 Adapt

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發(fā)表于 2025-3-21 17:42:33 | 只看該作者 |倒序?yàn)g覽 |閱讀模式
書目名稱Gamification in Education and Business
編輯Torsten Reiners,Lincoln C. Wood
視頻videohttp://file.papertrans.cn/381/380584/380584.mp4
概述Presents 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
圖書封面Titlebook: Gamification in Education and Business;  Torsten Reiners,Lincoln C. Wood Book 2015 Springer International Publishing Switzerland 2015 Adapt
描述.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 various areas including behavioral economics, game theory, and complex adaptive systems, the contributors aim to help readers avoid common problems and difficulties that they could face with poor implementation. The book’s contributors are scholars and academics from the many areas where the key theory of gamification typically comes from. Ultimately, the book’s goal is to help bring together the theories from these different disciplines to the field of practice in education and business..The book is divided into four parts: Theory, Education, Business, and Use Cases. Part I provides a foundation on the theory of gamification and offers insight into some of the outstanding questions that have yet to be addressed. In Part II, the application and value that gamification can bring within the education sector is examined. The book then changes focus in Part III to spotlight the use of gamification within business environments. The topics also cover educati
出版日期Book 2015
關(guān)鍵詞Adaptive Systems; Complex Systems; Education; Forecasting; Game Theory; Gamification
版次1
doihttps://doi.org/10.1007/978-3-319-10208-5
isbn_softcover978-3-319-34430-0
isbn_ebook978-3-319-10208-5
copyrightSpringer International Publishing Switzerland 2015
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,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
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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
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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
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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
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,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
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