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Gamification for Resilience: Resilient Informed Decision Making

Posted By: hill0
Gamification for Resilience: Resilient Informed Decision Making

Gamification for Resilience: Resilient Informed Decision Making
English | 2023 | ISBN: 1394157746 | 305 Pages | PDF | 20 MB

Gamification of Life and the Gaming Society :The Ludic Century

Posted By: AvaxGenius
Gamification of Life and the Gaming Society :The Ludic Century

Gamification of Life and the Gaming Society :The Ludic Century by Fabian Arlt , Hans-Jürgen Arlt
English | PDF EPUB (True) | 2024 | 128 Pages | ISBN : 3031459067 | 8.8 MB

This interesting book discusses why, as an activity, topic and metaphor, play and game have become an integral part of modern life. Empirically exemplary and theoretically grounded, this book discusses the developments and expansions in gaming, from easily accessible casual games to the galaxy-spanning gaming worlds of Massively Multiplayer Online Role-Playing Games (MMORPGs). It shows how gaming has become a focal point of the entertainment industry, marked by boundless professionalization and monetization, especially in the realm of sports, and how games become global platforms for social networks, where players from all over the world meet in digital sandboxes. The combination of the virtual and the ludic creates hyperreal spaces in which people try out new forms of interaction, cooperation, and even brainstorming. The authors ask if this behavior has become the new way of life and the new normal, and if this heralds the ludic century. They take readers on a journey to understand the dynamics of today's gaming society, and base their observations and analyses on an original theory of play, which, in contrast to social normalcy, revolves around the allure and threats of the unexpected.

Proceedings TEEM 2022: Tenth International Conference on Technological Ecosystems for Enhancing Multiculturality (Repost)

Posted By: AvaxGenius
Proceedings TEEM 2022: Tenth International Conference on Technological Ecosystems for Enhancing Multiculturality (Repost)

Proceedings TEEM 2022: Tenth International Conference on Technological Ecosystems for Enhancing Multiculturality: Salamanca, Spain, October 19–21, 2022 by Francisco José García-Peñalvo, Alicia García-Holgado
English | EPUB (True) | 2023 | 1402 Pages | ISBN : 9819909414 | 111.6 MB

This TEEM 2022 Conference (International Conference on Technological Ecosystems for Enhancing Multiculturality) Proceedings reflects the most outstanding advances, with a multidisciplinary perspective, in the technological ecosystems that support the Knowledge Society building and development. With its learning technology-based focus using a transversal approach, TEEM is divided into thematic and highly cohesive tracks, each of which is oriented to a specific community of interest, including researchers, professionals and students. Informatics and Education are the central issues in the conference tracks, including broad-scope research areas, such as Educational Assessment and Orientation, Human-Computer Interaction, eLearning, Computers in Education, Communication Media and Education, Medicine and Education, Learning Analytics, Engineering Education, Robotics in Education, Diversity in Education, Gamification and Games for Learning.

The Gamification Design Handbook: Even Ninja Monkeys Like to Play

Posted By: arundhati
The Gamification Design Handbook: Even Ninja Monkeys Like to Play

Andrzej Marczewski, "The Gamification Design Handbook: Even Ninja Monkeys Like to Play"
English | ASIN‏ : ‎ B0C6VV829F | 2023 | 347 pages | PDF | 17 MB

Gamification for Product Excellence

Posted By: hill0
Gamification for Product Excellence

Gamification for Product Excellence: Make your product stand out with higher user engagement,
retention, and innovation

English | 2023 | ISBN: 1837638381 | 612 Pages | MOBI EPUB (True) | 14 MB

Gamification und Serious Play: Spielen im Business-Kontext

Posted By: IrGens
Gamification und Serious Play: Spielen im Business-Kontext

Gamification und Serious Play: Spielen im Business-Kontext
.MP4, AVC, 1280x720, 30 fps | Deutsch, AAC, 2 Ch | 1 Std. 18 Min. | 718 MB
Trainer:innen: Bernhard Schloß, Christian Botta, Daniel Reinold

Gamification: A Practical Guide for Librarians

Posted By: DZ123
Gamification: A Practical Guide for Librarians

Elizabeth McMunn-Tetangco, "Gamification: A Practical Guide for Librarians"
English | 2017 | ISBN: 1442279133 | EPUB | pages: 148 | 2.1 mb

Business Gamification For Dummies

Posted By: arundhati
Business Gamification For Dummies

Kris Duggan, "Business Gamification For Dummies"
English | ISBN: 1118466934 | 2013 | 320 pages | EPUB | 10 MB

Proceedings TEEM 2022: Tenth International Conference on Technological Ecosystems for Enhancing Multiculturality

Posted By: AvaxGenius
Proceedings TEEM 2022: Tenth International Conference on Technological Ecosystems for Enhancing Multiculturality

Proceedings TEEM 2022: Tenth International Conference on Technological Ecosystems for Enhancing Multiculturality: Salamanca, Spain, October 19–21, 2022 by Francisco José García-Peñalvo, Alicia García-Holgado
English | PDF EPUB (True) | 2023 | 1402 Pages | ISBN : 9819909414 | 202.4 MB

This TEEM 2022 Conference (International Conference on Technological Ecosystems for Enhancing Multiculturality) Proceedings reflects the most outstanding advances, with a multidisciplinary perspective, in the technological ecosystems that support the Knowledge Society building and development. With its learning technology-based focus using a transversal approach, TEEM is divided into thematic and highly cohesive tracks, each of which is oriented to a specific community of interest, including researchers, professionals and students. Informatics and Education are the central issues in the conference tracks, including broad-scope research areas, such as Educational Assessment and Orientation, Human-Computer Interaction, eLearning, Computers in Education, Communication Media and Education, Medicine and Education, Learning Analytics, Engineering Education, Robotics in Education, Diversity in Education, Gamification and Games for Learning.

How To Save The World With Gamification, Behavior & Data Viz

Posted By: Sigha
How To Save The World With Gamification, Behavior & Data Viz

How To Save The World With Gamification, Behavior & Data Viz
MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHz
Language: English (US) | Size: 1.49 GB | Duration: 1h 55m

How to apply gamification, behavior psychology, and data vizualization to social and environmental change

"Game Theory: From Idea to Practice" ed. by Branislav Sobota

Posted By: exLib
"Game Theory: From Idea to Practice" ed. by Branislav Sobota

"Game Theory: From Idea to Practice" ed. by Branislav Sobota
ITexLi | 2023 | ISBN: 1837680604 9781837680603 1837680590 9781837680597 1837680612 9781837680610 | 178 pages | PDF | 18 MB

This book describes some modern game approaches, procedures and algorithms, as well as the practical use of game theory and its development. The book considers the testing and presentation of games, the relationship of game theory and information technologies, of strategy games and sports games, of economy and business games theory, and the educational, training and sociological impacts of gaming.

"Gamification: Analysis, Design, Development and Ludification" ed. by Ioannis Deliyannis

Posted By: exLib
"Gamification: Analysis, Design, Development and Ludification" ed. by Ioannis Deliyannis

"Gamification: Analysis, Design, Development and Ludification" ed. by Ioannis Deliyannis
ITexLi | 2023 | ISBN: 1803562617 9781803562612 1803562609 9781803562605 1803562625 9781803562629 | 160 pages | PDF | 9 MB

This book examines how gamification is designed and implemented today, particularly within our transmedia world. This process requires balancing the narrative elements and the gamification mechanics used within the scenario that leads to the target objectives.

Gamification in Tourism

Posted By: arundhati
Gamification in Tourism

Roman Egger, "Gamification in Tourism"
English | ISBN: 3734759676 | 2015 | 190 pages | EPUB | 2 MB

Introduction to Genially: Gamification for E-Learning

Posted By: lucky_aut
Introduction to Genially: Gamification for E-Learning

Introduction to Genially: Gamification for E-Learning
Duration: 01:47:59 | .MP4 1280x720, 30 fps(r) | AAC, 44100 Hz, 2ch | 1.37 GB
Genre: eLearning | Language: English [Auto]

Start using Genially: Creating living content and gamification for Education and E-Learning.

Trends on Active Learning Methods and Emerging Learning Technologies

Posted By: AvaxGenius
Trends on Active Learning Methods and Emerging Learning Technologies

Trends on Active Learning Methods and Emerging Learning Technologies by Francisco José García-Peñalvo, María Luisa Sein-Echaluce, Ángel Fidalgo-Blanco
English | PDF,EPUB | 2022 | 219 Pages | ISBN : 9811974306 | 27.3 MB

This book uncovers the crucial issues in learning technologies in this digital transformation moment, specifically within the COVID-19 umbrella effects. Remote learning, educational technologies, or distance learning are usually used topics by teachers, students, and researchers because the educational context should be transformed and even reinvented itself drastically. Technologies have been used more intensively in the last year than during the last decade. However, what is the effect of these "new" technologies on the teaching and learning methodologies? Are teachers and students fully digital competent to integrate these technologies in their teaching and learning activities? In this book, the authors claim to go forward that the online teaching conception to replicate the face-to-face teaching through a camera. They propose adapting the active methodologies to the online or hybrid context, which is a challenge that must be corroborated with rigorous educational research.