Gamification: A Simple Introduction
Author | : Andrzej Marczewski |
Publisher | : Andrzej Marczewski |
Total Pages | : 33 |
Release | : 2013 |
Genre | : |
ISBN | : 1471798666 |
Download La Gamificacion Como Recurso Educativo En Educacion Primaria full books in PDF, epub, and Kindle. Read online free La Gamificacion Como Recurso Educativo En Educacion Primaria ebook anywhere anytime directly on your device. Fast Download speed and no annoying ads. We cannot guarantee that every ebooks is available!
Author | : Andrzej Marczewski |
Publisher | : Andrzej Marczewski |
Total Pages | : 33 |
Release | : 2013 |
Genre | : |
ISBN | : 1471798666 |
Author | : Dirk Ifenthaler |
Publisher | : Springer Science & Business Media |
Total Pages | : 476 |
Release | : 2012-06-13 |
Genre | : Education |
ISBN | : 1461435463 |
The capabilities and possibilities of emerging game-based learning technologies bring about a new perspective of learning and instruction. This, in turn, necessitates alternative ways to assess the kinds of learning that is taking place in the virtual worlds or informal settings. accordingly, aligning learning and assessment is the core for creating a favorable and effective learning environment. The edited volume will cover the current state of research, methodology, assessment, and technology of game-based learning. There will be contributions from international distinguished researchers which will present innovative work in the areas of educational psychology, educational diagnostics, educational technology, and learning sciences. The edited volume will be divided into four major parts.
Author | : Gabe Zichermann |
Publisher | : "O'Reilly Media, Inc." |
Total Pages | : 211 |
Release | : 2011-08 |
Genre | : Computers |
ISBN | : 1449397670 |
Provides the design strategi and tactics to integrates game mechanics into any kind of consumer-facing website og mobile app
Author | : Keengwe, Jared |
Publisher | : IGI Global |
Total Pages | : 477 |
Release | : 2015-11-12 |
Genre | : Education |
ISBN | : 1466696818 |
The notion of a flipped classroom draws on such concepts as active learning, student engagement, hybrid course design, and course podcasting. The value of a flipped class is in the repurposing of class time into a workshop where students can inquire about lecture content, test their skills in applying knowledge, and interact with one another in hands-on activities. The Handbook of Research on Active Learning and the Flipped Classroom Model in the Digital Age highlights current research on the latest trends in education with an emphasis on the technologies being used to meet learning objectives. Focusing on teaching strategies, learner engagement, student interaction, and digital tools for learning, this handbook of research is an essential resource for current and future educators, instructional designers, IT specialists, school administrators, and researchers in the field of education.
Author | : Richard Samuel Moog |
Publisher | : |
Total Pages | : 292 |
Release | : 2008 |
Genre | : Education |
ISBN | : |
POGIL is a student-centered, group learning pedagogy based on current learning theory. This volume describes POGIL's theoretical basis, its implementations in diverse environments, and evaluation of student outcomes.
Author | : Robert Istepanian |
Publisher | : Springer Science & Business Media |
Total Pages | : 619 |
Release | : 2007-01-04 |
Genre | : Medical |
ISBN | : 0387265597 |
M-health can be defined as the ‘emerging mobile communications and network technologies for healthcare systems.' This book paves the path toward understanding the future of m-health technologies and services and also introducing the impact of mobility on existing e-health and commercial telemedical systems. M-Health: Emerging Mobile Health Systems presents a new and forward-looking source of information that explores the present and future trends in the applications of current and emerging wireless communication and network technologies for different healthcare scenaria. It also provides a discovery path on the synergies between the 2.5G and 3G systems and other relevant computing and information technologies and how they prescribe the way for the next generation of m-health services. The book contains 47 chapters, arranged in five thematic sections: Introduction to Mobile M-health Systems, Smart Mobile Applications for Health Professionals, Signal, Image, and Video Compression for M-health Applications, Emergency Health Care Systems and Services, Echography Systems and Services, and Remote and Home Monitoring. This book is intended for all those working in the field of information technologies in biomedicine, as well as for people working in future applications of wireless communications and wireless telemedical systems. It provides different levels of material to researchers, computing engineers, and medical practitioners interested in emerging e-health systems. This book will be a useful reference for all the readers in this important and growing field of research, and will contribute to the roadmap of future m-health systems and improve the development of effective healthcare delivery systems.
Author | : Gabe Zichermann |
Publisher | : McGraw Hill Professional |
Total Pages | : 257 |
Release | : 2013-03-29 |
Genre | : Business & Economics |
ISBN | : 0071808329 |
THE REVOLUTION WILL BE GAMIFIED MASTER THE GAMIFIED STRATEGIES THAT WILL TRANSFORM YOUR BUSINESS--OR BE LEFT BEHIND Gamification: It's the hottest new strategy in business, and for good reason--it's helping leading companies create unprecedented engagement with customers and employees. Gamification uses the latest innovations from game design, loyalty programs, and behavioral economics to help you cut through the noise and transform your organization into a lean, mean machine ready to fight the battle for user attention and loyalty. With The Gamification Revolution you'll learn how top companies: Recruit and retain the best talent from the gamer generation and beyond Train employees and drive excellence with noncash incentives Cut through the market noise and ignite consumer sales growth Generate unprecedented customer loyalty without breaking the bank Drawing inspiration from the most popular games of all time--from Angry Birds to World of Warcraft--the authors reveal the secrets of market leaders that you can apply immediately to your business. As a bonus, the book gives you full access to The Gamification Revolution app--a great way to optimize and enhance your experience with videos, tips, and social tools, including the ability to easily share the best ideas with your colleagues and workgroup. You'll learn the new rules of engagement that are guaranteed to generate excitement and enthusiasm--in your employees and your customers. You'll understand how game designers predict and motivate behaviors--and how you can get the results you want. You'll also find a winning selection of fascinating case studies, best practices, and game-ready tools of the trade you can easily apply to your specific needs. It's all here in one ready-to-use strategy guide filled with the best ideas and pitfalls you can avoid. If you're going to play the game, this is how you play it. To win. Praise for The Gamification Revolution: "For consumer-facing businesses today, nothing matters more than delivering a great user experience and creating lasting engagement with your consumers and employees. The Gamification Revolution will show you how leaders have reached for the top and won." -- ALEXANDRA WILKIS WILSON, Cofounder, Gilt Groupe, and author of the New York Times bestseller By Invitation Only "In today's fast-paced world, people are more distracted than ever. To stand out, you'll need to cut through the noise and get them engaged. The Gamification Revolution will teach you the essential building blocks for achieving long-term success and growth." -- JESSE REDNISS, SVP, USA Network/NBCU "From engaging customers to retaining a team, The Gamification Revolution will provide you with tactics that generate results. I know. Gabe's wisdom has helped the Founder Institute expand to every inhabited continent and change thousands of lives." -- ADEO RESSI, CEO, Founder Institute "Zichermann and Linder propose a pragmatic approach to gamification that will provide breakthrough results. Sales is the last bastion of corporate innovation, and this spectacular read is a must for any sales leader." -- HI LEVA, Senior VP Sales Operations, Clear Channel Outdoor
Author | : Brockbank, Anne |
Publisher | : McGraw-Hill Education (UK) |
Total Pages | : 384 |
Release | : 2007-05-01 |
Genre | : Education |
ISBN | : 0335220916 |
This revised edition includes the most current thinking on reflective learning, as well as stories from academics and students that bring to life the practical impact of reflection in action. Based on sound theoretical concepts, the authors offer a range of solutions for different teaching situations, taking into account factors such as group size, physical space, and technology. They also offer facilitation rather than traditional teaching methods as a productive and useful skill that helps teachers and encourages students to interact and develop reflexive skills that can be used beyond their student years.
Author | : Kevin Werbach |
Publisher | : Wharton School Press |
Total Pages | : 0 |
Release | : 2012 |
Genre | : Business & Economics |
ISBN | : 9781613630235 |
Millions play Farmville, Scrabble, and countless other games, generating billions in sales each year. The careful and skillful construction of these games is built on decades of research into human motivation and psychology: A well-designed game goes right to the motivational heart of the human psyche. In For the Win, Kevin Werbach and Dan Hunter argue persuasively that game-makers need not be the only ones benefiting from game design. Werbach and Hunter, lawyers and World of Warcraft players, created the world's first course on gamification at the Wharton School. In their book, they reveal how game thinking--addressing problems like a game designer--can motivate employees and customers and create engaging experiences that can transform your business. For the Win reveals how a wide range of companies are successfully using game thinking. It also offers an explanation of when gamifying makes the most sense and a 6-step framework for using games for marketing, productivity enhancement, innovation, employee motivation, customer engagement, and more.
Author | : Kim Guldstrand Larsen |
Publisher | : MDPI |
Total Pages | : 286 |
Release | : 2020-01-21 |
Genre | : Technology & Engineering |
ISBN | : 3039280465 |
Energy systems worldwide are undergoing major transformation as a consequence of the transition towards the widespread use of clean and sustainable energy sources. Basically, this involves massive changes in technical and organizational levels together with tremendous technological upgrades in different sectors ranging from energy generation and transmission systems down to distribution systems. These actions generate huge science and engineering challenges and demands for expert knowledge in the field to create solutions for a sustainable energy system that is economically, environmentally, and socially viable while meeting high security requirements. This book covers these promising and dynamic areas of research and development, and presents contributions in sustainable energy systems planning, integration, and management. Moreover, the book elaborates on a variety of topics, ranging from design and planning of small- to large-scale energy systems to the operation and control of energy networks in different sectors, namely electricity, heat, and transport.