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 09783319371207
    • Auflage Softcover reprint of the origi
    • Lesemotiv Verstehen
    • Anzahl Seiten 119
    • Herausgeber Springer, Berlin
    • Gewicht 2175g
    • Untertitel International Series on Computer, Entertainment and Media Technology
    • Autor Edmond C. Prakash , Madhusudan Rao
    • Titel Transforming Learning and IT Management through Gamification
    • Veröffentlichung 22.10.2016
    • ISBN 978-3-319-37120-7
    • Format Kartonierter Einband
    • EAN 9783319371207
    • Jahr 2016
    • Größe H235mm x B155mm
    • Sprache Englisch

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