Isbn: 9783319102078 - gamification in education and business (13 risultati)

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Da: Frabjous Books, Calgary, AB, CanadaFrabjous Books
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Hardcover. Condizione: Very Good. liv, 710 pp. Theory, Education, Business, and Use Cases. Bright clean copy. Glossy boards have some light shelf wear. This book weighs 1.4 kg, extra postage may be requested.

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Da: SpringBooks, Berlin, GermaniaSpringBooks
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Da: moluna, Greven, Germaniamoluna
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Da: Mispah books, Redhill, SURRE, Regno UnitoMispah books
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Da: GreatBookPrices, Columbia, MD, U.S.A.GreatBookPrices
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Da: California Books, Miami, FL, U.S.A.California Books
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Da: Ria Christie Collections, Uxbridge, Regno UnitoRia Christie Collections
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Condizione: New. In English.

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Da: Revaluation Books, Exeter, Regno UnitoRevaluation Books
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Hardcover. Condizione: Brand New. 2015 edition. 710 pages. 9.75x6.75x1.75 inches. In Stock.

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Da: Brook Bookstore On Demand, Napoli, NA, ItaliaBrook Bookstore On Demand
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Condizione: new. Questo è un articolo print on demand.

Lingua: Inglese
Editore: Springer International Publishing, Springer International Publishing Dez 2014, 2014
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Da: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, GermaniaBuchWeltWeit Ludwig Meier e.K.
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EUR 299,59
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Buch. Condizione: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -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 educational aspects like improved learning outcomes, motivation, and learning retention at the workplace. Finally Part IV concentrates on the applications and use of gamification through a series of case studies and key elements that are used in real situations to drive real results. 764 pp. Englisch.…

Lingua: Inglese
Editore: Springer International Publishing, Springer Nature Switzerland Dez 2014, 2014
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- Print on Demand
Da: buchversandmimpf2000, Emtmannsberg, BAYE, Germaniabuchversandmimpf2000
Contatta il venditoreVenditore con 5 stelleCondizione: Nuovo
EUR 299,59
EUR 60,00 spedizioneSpedito da Germania a U.S.A.Quantità: 1 disponibile
Buch. Condizione: Neu. This item is printed on demand - Print on Demand Titel. Neuware -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 educational aspects like improved learning outcomes, motivation, and learning retention at the workplace. Finally Part IV concentrates on the applications and use of gamification through a series of case studies and key elements that are used in real situations to drive real results.Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg 764 pp. Englisch.…

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Da: AHA-BUCH GmbH, Einbeck, GermaniaAHA-BUCH GmbH
Contatta il venditoreVenditore con 5 stelleCondizione: Nuovo
EUR 335,43
EUR 44,08 spedizioneSpedito da Germania a U.S.A.Quantità: 1 disponibile
Buch. Condizione: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - 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 educational aspects like improved learning outcomes, motivation, and learning retention at the workplace. Finally Part IV concentrates on the applications and use of gamification through a series of case studies and key elements that are used in real situations to drive real results.…