Gamified Education

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Details

Gamified Education Innovating Learning Through Play and Technology explores how gamification is reshaping education by integrating game-based design, motivational science, and emerging technologies. The book covers theoretical foundations, instructional strategies, and practical implementations that enhance learner engagement, improve knowledge retention, and foster inclusive and ethical learning environments. It addresses the application of gamification across diverse educational contextsfrom traditional classrooms and online platforms to professional training and digital learning ecosystemsequipping readers with both conceptual insights and actionable frameworks.

Blending academic rigor with practical relevance, this work is designed for educators, researchers, instructional
designers, and innovation leaders seeking to transform learning through purposeful play. Drawing on global
case studies, interdisciplinary research, and future-facing innovations, the book provides a comprehensive and
accessible guide to designing impactful gamified learning experiences. Whether adopted as a scholarly
reference or a practical toolkit, it offers the knowledge and inspiration needed to lead gamification initiatives in
education and beyond.


Connects gamification with inclusive pedagogy, motivation science, and interdisciplinary learning approaches Offers future-facing strategies for workforce training, team building, and global gamified innovation ecosystems Applies gamification to agile, cybersecurity, and AI-driven software development for tech skill acceleration

Autorentext

Dr. Muralidhar Kurni is an associate professor in the Department of Computer Science and Engineering at Anantha Lakshmi Institute of Technology & Sciences, Ananthapuramu, India. He is a senior member of the IEEE and a professional member of ACM, the author of many textbooks, and a reviewer for reputable international journals and conferences.

Mr. Ramesh Krishnamaneni is a Solutions Architect at IBM in the USA, specializing in hybrid cloud, artificial intelligence, high-performance computing, and quantum computing. He has successfully designed and delivered gamified training programs and workshops that created dynamic learning environments and led to measurable improvements in trainee
performance. He holds a Post Graduate Program in Artificial Intelligence and Machine Learning and leads enterprise cloud and AI strategy engagements for global clients.

Dr. Srinivasa K. G. is the Dean of Academics and Professor of Data Science and Artificial Intelligence at the International Institute of Information Technology, Naya Raipur, Chhattisgarh, India. He is recognized for his innovative teaching practices, outcome-based education, and contributions to cyber-physical systems and fog computing.


Inhalt

Part I Foundations of Gamified Education.- Chapter 1 Introduction: The New Era of Gamified Education.- Chapter 2 Theoretical Foundations and Emerging Paradigm.- Chapter 3 Designing Transformative Gamified Learning Experiences.- Chapter 4 Context-Specific Applications of Gamification.- Chapter 5 Technological Innovations and Future Trends in Gamification.- Part II Subject Areas and Motivation Strategies.- Chapter 6 Subject-Specific Innovations in Gamification.- Chapter 7 Motivation and Game Elements in Gamification.- Chapter 8 Inclusive and Equitable Gamification Strategies.- Chapter 9 Assessing the Impact and Effectiveness of Gamification.- Chapter 10 Ethical Dimensions and Challenges in Gamification.- Part III Future Vision and Workforce Applications.- Chapter 11 Future Directions and Global Innovations in Gamification.- Chapter 12 Gamification for Workforce Development and Professional Training.- Chapter 13 Psychological Foundations and Behavioral Impact of Gamification.- Chapter 14 Gamification for Social Good and Community Engagement.- Chapter 15 Frameworks and Strategies for Institutional Gamification.- Part IV Specialized Applications and Tech-Enhanced Gamification.- Appendix A Gamification in Software Engineering Skill Development.- Appendix B Gamification in Agile Development and Productivity.- Appendix C Gamification in Cybersecurity and Open-Source Contributions.- Appendix D AI-Driven Gamification in Software Development.- Appendix E Psychological and Behavioral Aspects of Gamified Learning in Software Engineering.

Weitere Informationen

  • Allgemeine Informationen
    • GTIN 09783032047175
    • Genre Information Technology
    • Lesemotiv Verstehen
    • Anzahl Seiten 423
    • Größe H235mm x B155mm
    • Jahr 2026
    • EAN 9783032047175
    • Format Kartonierter Einband
    • ISBN 978-3-032-04717-5
    • Titel Gamified Education
    • Autor Muralidhar Kurni , Ramesh Krishnamaneni , Srinivasa K.G.
    • Untertitel Innovating Learning Through Play and Technology
    • Herausgeber Springer-Verlag GmbH
    • Sprache Englisch

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