Transforming Learning and IT Management through Gamification

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Details

This book explains how gamification, specifically enterprise gamification, can help mangers in multiple areas within an enterprise to improve attrition. Employee Engagement is an important component to foster employee relations with the organization. Gamification by its inherent design helps to increase engagement within an enterprise. Several successful case studies in Gamification are presented, which present new practical tips for Gamification for IT Management. By introducing general IT management concepts related to the specific environment managers work in, the authors then detail the benefits of introducing gamification in this very environment to resolve business issues.

IT Managers, as well as HR professionals, Group Heads and Delivery Leaders will find this be a useful resource to understand how Gamification can improve their everyday work. The book can also be used as a reference for engaging learners and employees to improve their productivity in organizations.


Illustrates the significant benefits for IT managers and educators to use gamification as a powerful learning tool Provides successful case studies in Gamification that highlight practical tips techniques for effective IT management Presents solutions to existing challenges facing IT managers, educators and policy makers in enterprise, academia and government

Inhalt
Introduction.- Issues faced by IT Managers, Educators and Policy Makers.- Introduction to Gamification.- Introduction to Gamification in Enterprises.- Gamification in Informal Education environments: A Case Study.- Gamification in Enterprise: A Case Study.- How gamification helps Managers.- Implementing a gamification solution.

Weitere Informationen

  • Allgemeine Informationen
    • GTIN 09783319186986
    • Sprache Englisch
    • Auflage 1st edition 2015
    • Größe H241mm x B160mm x T14mm
    • Jahr 2015
    • EAN 9783319186986
    • Format Fester Einband
    • ISBN 3319186981
    • Veröffentlichung 19.08.2015
    • Titel Transforming Learning and IT Management through Gamification
    • Autor Madhusudan Rao , Edmond C. Prakash
    • Untertitel International Series on Computer, Entertainment and Media Technology
    • Gewicht 377g
    • Herausgeber Springer International Publishing
    • Anzahl Seiten 136
    • Lesemotiv Verstehen
    • Genre Informatik

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