Gamificación en la Empresa

Gamificación en la Empresa
Author: Sofía Francisco Galisteo
Publisher: Ra-Ma Editorial
Total Pages: 144
Release: 2020-04-27
Genre: Business & Economics
ISBN: 8499649335

Gamificación en la empresa es un libro dedicado a la metodología de aprendizaje en el entorno empresarial. Desde comienzos del siglo XXI, la gamificación ha sido una de las metodologías más utilizadas no solo dentro del marco educativo sino también dentro del mundo de la empresa, obteniendo grandes beneficios de ello. A través de este libro descubrirás algunas de sus cuestiones más esenciales: desde el origen del concepto, sus objetivos, el diseño que debemos construir para que nuestro sistema gamificado sea más eficaz, así como entrevistas con profesionales que nos ayuden a conocer cómo es la gamificación en la empresa. La gamificación es una metodología viva que lejos de contar con las viejas interpretaciones sobre el fallo y el éxito nos enseña una lección vital: “Jugar es aprender y aprender jugando, es ya una realidad.”

Gamificación

Gamificación
Author: Félix Óscar García Rubio
Publisher: Ra-Ma Editorial
Total Pages: 225
Release: 2021-05-27
Genre: Business & Economics
ISBN: 8418971444

La gamificación, entendida como la aplicación de técnicas de juego en entornos no lúdicos, es una de las tendencias más importantes para esta década. Pero tenemos que ser conscientes de que la implantación de la gamificación es relativamente reciente, por lo que nos queda mucho por aprender tanto por lo que respecta a la forma de introducirla en las organizaciones como a las cuestiones tecnológicas y psicológicas que pueden determinar su éxito. Esta obra pretende ser un primer paso en este camino, contribuyendo a la difusión de la gamificación que tantos beneficios puede aportar a nuestras vidas. Este libro recoge diferentes aspectos relacionados con la gamificación: Terminología y conceptualización, importancia e historia, tecnologías, plataformas y aplicaciones. Un especial énfasis se dedica a la gamificación en la Ingeniería del Software en la que los autores han desarrollado varios proyectos.

GAMIFICACIÓN

GAMIFICACIÓN
Author: José Luis Ramírez
Publisher: Alpha Editorial
Total Pages: 165
Release: 2014-03-20
Genre: Psychology
ISBN: 6076223502

Gamificar es aplicar estrategias, mecánicas y reglas de juegos y videojuegos en entornos no jugables, cotidianos. Gracias a la gamificación se tiene la posibilidad de convertir tareas monótonas y rutinarias en juegos divertidos que supongan un reto para sus trabajadores y clientes para que los motiven y fidelicen. Con la ayuda de este libro, a través de numerosos ejemplos, aprenderá qué es la Gamificación y, que según todos los expertos en Internet, en los próximos años cambiará nuestras vidas.

Gamificación

Gamificación
Author: Félix O. García Rubio
Publisher:
Total Pages: 293
Release: 2021
Genre:
ISBN: 9788418551451

Gamification-Based E-Learning Strategies for Computer Programming Education

Gamification-Based E-Learning Strategies for Computer Programming Education
Author: Alexandre Peixoto de Queirós, Ricardo
Publisher: IGI Global
Total Pages: 372
Release: 2016-08-23
Genre: Education
ISBN: 1522510354

Computer technologies are forever evolving and it is vital that computer science educators find new methods of teaching programming in order to maintain the rapid changes occurring in the field. One of the ways to increase student engagement and retention is by integrating games into the curriculum. Gamification-Based E-Learning Strategies for Computer Programming Education evaluates the different approaches and issues faced in integrating games into computer education settings. Featuring emergent trends on the application of gaming to pedagogical strategies and technological tactics, as well as new methodologies and approaches being utilized in computer programming courses, this book is an essential reference source for practitioners, researchers, computer science teachers, and students pursuing computer science.

Handbook of Research on Gamification Dynamics and User Experience Design

Handbook of Research on Gamification Dynamics and User Experience Design
Author: Bernardes, Oscar
Publisher: IGI Global
Total Pages: 541
Release: 2022-05-20
Genre: Computers
ISBN: 1668442922

In today’s digital society, organizations must utilize technology in order to engage their audiences. Innovative game-like experiences are an increasingly popular way for businesses to interact with their customers; however, correctly implementing this technology can be a difficult task. To ensure businesses have the appropriate information available to successfully utilize gamification in their daily activities, further study on the best practices and strategies for implementation is required. The Handbook of Research on Gamification Dynamics and User Experience Design considers the importance of gamification in the context of organizations’ improvements and seeks to investigate game design from the experience of the user by providing relevant academic work, empirical research findings, and an overview of the field of study. Covering topics such as digital ecosystems, distance learning, and security awareness, this major reference work is ideal for policymakers, technology developers, managers, government officials, researchers, scholars, academicians, practitioners, instructors, and students.

Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations

Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations
Author: Bernardes, Oscar
Publisher: IGI Global
Total Pages: 657
Release: 2022-01-28
Genre: Computers
ISBN: 1799892255

Gaming is increasingly prevalent in our society and everyday lives as a form of leisure or competition. The typical aim of gaming is to gain a pleasant experience from the game. Because of the saturation of gaming in global society, the gamification concept and its operationalization in non-gaming contexts has become a growing practice. This technological novelty is the basis for an innovative change in many types of environments such as education, commerce, marketing, work, health, governance, and sustainability, among others. The service sector especially has shown widespread adoption of the method as it seeks to increase and motivate audiences and promote brands. However, little research is available on the adoption of gamification in organizations, leading to a need for literature that investigates best practices for utilization and implementation. The Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations is a comprehensive and timely reference book that explores the field of gamification for economic and social development. This book provides dynamic research from this emerging field. Covering topics such as distance learning, health behaviors, and workplace training, this book is a valuable reference for researchers, marketing managers, students, managers, executives, software developers, IT specialists, technology developers, faculty of P-12 and higher education, teachers, professors, government officials, and academicians.

Handbook of Research on Solving Modern Healthcare Challenges With Gamification

Handbook of Research on Solving Modern Healthcare Challenges With Gamification
Author: Alexandre Peixoto de Queirós, Ricardo
Publisher: IGI Global
Total Pages: 382
Release: 2021-01-22
Genre: Medical
ISBN: 179987477X

While many fields such as e-learning, business, and marketing have taken advantage of the potential of gamification, the healthcare domain has just started to exploit this emerging trend, still in an ad-hoc fashion. Despite the huge potential of applying gamification on several topics of healthcare, there are scarce theoretical studies regarding methodologies, techniques, specifications, and frameworks. These applications must be examined further as they can be used to solve major healthcare-related challenges such as care plan maintenance, medication adherence, phobias treatment, or patient education. Handbook of Research on Solving Modern Healthcare Challenges With Gamification aims to share new approaches and methodologies to build e-health solutions using gamification and identifies new trends on this topic from pedagogical strategies to technological approaches. This book serves as a collection of knowledge that builds the theoretical foundations that can be helpful in creating sustainable e-health solutions in the future. While covering topics such as augmented and virtual reality, ethical issues in gamification, e-learning, telehealth services, and digital applications, this book is essential for research scholars, healthcare/computer science teachers and students pursuing healthcare/computer science-related subjects, enterprise developers, practitioners, researchers, academicians, and students interested in the latest developments and research solving healthcare challenges with modern e-health solutions using gamification.