Produktart
Zustand
Einband
Weitere Eigenschaften
Gratisversand
Land des Verkäufers
Verkäuferbewertung
Verlag: Wharton School Press (edition Second edition), 2020
ISBN 10: 1613631057ISBN 13: 9781613631058
Anbieter: BooksRun, Philadelphia, PA, USA
Buch
Paperback. Zustand: Very Good. Second edition. Ship within 24hrs. Satisfaction 100% guaranteed. APO/FPO addresses supported.
Verlag: Springer, 2014
ISBN 10: 3319102079ISBN 13: 9783319102078
Anbieter: SpringBooks, Berlin, Deutschland
Buch
Hardcover. Zustand: As New. Unread, like new. Immediately dispatched from Germany.
Verlag: Springer International Publishing, 2014
ISBN 10: 3319102079ISBN 13: 9783319102078
Anbieter: moluna, Greven, Deutschland
Buch
Zustand: New.
Verlag: Springer International Publishing, 2016
ISBN 10: 3319344307ISBN 13: 9783319344300
Anbieter: moluna, Greven, Deutschland
Buch
Zustand: New.
Verlag: Springer International Publishing, 2014
ISBN 10: 3319102079ISBN 13: 9783319102078
Anbieter: AHA-BUCH GmbH, Einbeck, Deutschland
Buch
Buch. Zustand: Neu. Druck auf Anfrage 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.
Verlag: Springer International Publishing, 2016
ISBN 10: 3319344307ISBN 13: 9783319344300
Anbieter: AHA-BUCH GmbH, Einbeck, Deutschland
Buch
Taschenbuch. Zustand: Neu. Druck auf Anfrage 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.
Verlag: Wharton School Press, 2020
ISBN 10: 1613631057ISBN 13: 9781613631058
Anbieter: Monster Bookshop, Fleckney, Vereinigtes Königreich
Buch
paperback. Zustand: New. BRAND NEW ** SUPER FAST SHIPPING FROM UK WAREHOUSE ** 30 DAY MONEY BACK GUARANTEE.
Verlag: Palgrave Macmillan US, 2014
ISBN 10: 1137338733ISBN 13: 9781137338730
Anbieter: Buchpark, Trebbin, Deutschland
Buch
Zustand: Sehr gut. 2014. Gepflegter, sauberer Zustand. 24608420/2.
Verlag: Springer Nature Singapore, 2014
ISBN 10: 1137338733ISBN 13: 9781137338730
Anbieter: AHA-BUCH GmbH, Einbeck, Deutschland
Buch
Buch. Zustand: Neu. Druck auf Anfrage Neuware - Printed after ordering - Instead of thinking about education as the mastery of a body of knowledge where the subject matter becomes the focus of our attention, The Gamification of Higher Education encourages us to think of it as a process that draws out the best in individuals and prepares them for happy, productive, and successful lives.
Verlag: WHARTON SCHOOL PR, 2020
ISBN 10: 1613631057ISBN 13: 9781613631058
Anbieter: moluna, Greven, Deutschland
Buch
Zustand: New. Über den AutorKevin Werbach and Dan HunterKlappentext For thousands of years, we ve created things called games that tap the tremendous psychic power of fun. In a revised and updated edition of For the Wi.
Verlag: University Of Pennsylvania Press Nov 2020, 2020
ISBN 10: 1613631057ISBN 13: 9781613631058
Anbieter: AHA-BUCH GmbH, Einbeck, Deutschland
Buch
Taschenbuch. Zustand: Neu. Neuware.
Verlag: WHARTON SCHOOL PR, 2020
ISBN 10: 1613631464ISBN 13: 9781613631461
Anbieter: moluna, Greven, Deutschland
Buch
Zustand: New. Über den AutorKevin Werbach and Dan HunterKlappentextIn a revised and updated edition of For the Win, authors Kevin Werbach and Dan Hunter argue that applying the lessons of gamification could c.