Gamification: Concepts, Methodologies, Tools, and Applications

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Gamification: Concepts, Methodologies, Tools, and Applications: a book by Information Resources Management Association

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IRMA is a research-based professional organization dedicated to advancing the concepts and practices of information resource management in modern organizations. The primary purpose of IRMA is to promote the understanding, development and practice of information asset management as a key business resource among IRM / IT professionals. IRMA brings together researchers, practitioners, academics and policy makers in information technology management from over 50 countries. Serious games offer a unique opportunity to engage students more fully than traditional teaching approaches. Understanding how best to use games and play in an educational environment is critical to effective learning in the 21st century.

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2211 pages, published in 2015

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Chapter 1

The gamification experience: UXD with a gamification background (pages 1-20) Cathie Marache-Francisco, Eric Branger In this chapter, the authors want to describe gamification - the use of game elements in non-playful environments - in order to identify their limits and shortcomings ... Sample PDF

Chapter 2

Lessons from the STEM area (pages 21-31) Vachon, M.C. Pugh The aim of this chapter is to examine possible causes such as lack of interest, lack of skills / abilities and expected work / family conflicts ... Example PDF

Chapter 3

A Qualitative Survey on Gamification: Motivating Factors for Gamified Online Services and Applications (pages 32-48) Amon Rapp Gamification is often used in the design of interactive systems to increase user engagement and motivation or to trigger behavior changes ... Sample PDF

Chapter 4

Video game frame (Pages 49-82) Annika Rockenberger This chapter deals with the applicability of the term "paratext" (as invented by Gérard Genette) to audiovisual media in general and to ... Sample PDF

Chapter 5

Neurofeedback and Serious Games (pages 83-112) Manuel Ninaus, Matthias Witte, Silvia E. Kober, Elisabeth V. C. Friedrich, Jürgen Kurzmann, Erwin Hartsuiker, Christa Neuper, Guilherme Wood Both neuroscience and computer games have developed rapidly over the past few decades. But the combination of both areas is still in its infancy. A ... sample PDF

Chapter 6

Dream Lucidity: Yume Nikki and Learning the Empathy Dreamscape (pages 113-128) Concetta Bommarito, Catherine Dunlap In this chapter, the authors examine digital environments as learning spaces and places of advanced cognition by examining the presence of ... Sample PDF

Chapter 7

The protagonist and his avatar: traits of the learner in a simulation culture (pages 129-138) Michael P. McCreery, S. Kathleen Krach, Amanda Nolen Given the active and authentic nature of massively multiplayer online games, researchers have started using this virtual environment as ... sample PDF

Chapter 8

Creativity in Education: Play and Inquiry-Based Learning (Pages 139-158) Beth Ferholt, Monica Nilsson, Anders Jansson, Karin Alnervik The aim of this chapter is to respond to the lack of literature on creativity relevant to both CHAT and education. The ... example PDF

Chapter 9

A match made in "Outer Heaven": The digital age versus the bomb in Guns of the Patriots (pages 159-193) Jorge Gomez Metal Gear Solid 4: Guns of the Patriots stealth action video game features the weary heroism of Solid Snake (aka Old Snake), a ... sample PDF

Chapter 10

Education, teaching and learning (pages 194-227) Christos Kouroupetroglou We are constantly educating, learning and being trained for new skills. People with disabilities and the elderly are no exception to this rule ... Sample PDF

Chapter 11

Concepts and Definitions of Digital Literacy: Implications for the Assessment and Practice of Educational Institutions (Pages 228-246) Patricia M. Boechler, Karon Dragon, Ewa Wasniewski This article provides an analysis of the concept of "digital literacy" and discusses problems that have arisen in the literature, including: a) Challenges of ... sample PDF

Chapter 12

The Effects of Avatar-Based Personalization on Player ID (Pages 247-272) Selen Turkay, Charles K. Kinzer Games allow players to see themselves differently in imaginary worlds. The player ID is one of the gameplay results ... sample PDF

Chapter 13

Capturing the semantics of simulation learning with linked data (Pages 273-295) Irene Celino, Daniele Dell'Aglio Knowledge-rich learning environments, such as B. Simulation learning sessions, require the introduction of knowledge technologies to effectively manage ... Sample PDF

Chapter 14

A Qualitative Analysis of Online Gambling: Social Interaction, Community, and Game Design (Pages 296-313) Zaheer Hussain, Mark D. Griffiths The popularity of massively multiplayer online role-playing games (MMORPGs) has increased dramatically over the past decade. Some players spend a lot ... Sample PDF

Chapter 15

Serious Play in School: Considerations for Student Performance, Engagement, and Motivation (Pages 314-329) Rosa Maria Bottino, Michela Ott, Mauro Tavella The concept of serious gaming refers to the introduction of classic entertainment games for purposes other than entertainment.

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