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007 | cr nn 008mamaa | ||
008 | 160108s2015 gw | s |||| 0|eng d | ||
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_a9783319102085 _9978-3-319-10208-5 |
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035 | _avtls000418323 | ||
039 | 9 |
_y201601081152 _zstaff |
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050 | 4 | _aHB144 | |
245 | 1 | 0 |
_aGamification in education and business / _cedited by Torsten Reiners, Lincoln C. Wood. |
264 | 1 |
_aCham : _bSpringer International Publishing : _bSpringer, _c2015. |
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300 |
_aLiv, 710 páginas : _b189 ilustraciones, 106 ilustraciones en color. |
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_atexto _btxt _2rdacontent |
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_acomputadora _bc _2rdamedia |
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_arecurso en línea _bcr _2rdacarrier |
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_aarchivo de texto _bPDF _2rda |
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500 | _aSpringer eBooks | ||
505 | 0 | _aIntroduction -- A RECIPE for Meaningful Gamification -- Studying Gamification: the Effect of Rewards and Incentives on Motivation -- A Conceptual Framework for Gamification Measurement -- Implementing Game Design in Gamification -- Applied Behavioral Economics: A Game Designer’s Perspective -- Towards Leveraging Behavioral Economics in Mobile Application Design -- A Parallel Universe: Psychological Principles in the Language of Game Design -- Context to Culture for Gamification HCI Requirements: Familiarity and Enculturement -- Psychological Theory and the Gamification of Learning -- A History and Frameworks of Digital Badges in Education -- Game-Based Assessment: The Mash-Up We’ve Been Waiting For -- A gamification-based framework for developing learning activities of computational thinking -- Educational Gamified Science Simulations -- From Market Place to Collusion Detection: Case Studies of Gamification in Education -- Physical skills and digital gaming – the relationship between basketball and an augmented reality adaption -- Storytelling to Immersive Learners in an Authentic Virtual Learning Environment -- Shaping Behaviours through Space and Place in Gamified Virtual Learning Environments -- The Development and Assessment of a Team-based Management Game -- Gamification in Virtual Worlds for Learning: A Case Study of PIERSiM for Business Education -- Theoretical Considerations for Game-Based e-Learning Analytics -- Critical Perspective on Gamification in Education -- Implementing Gami?cation: Requirements and Gami?cation Platforms -- Workplace Psychology and Gamification: Theory and Application -- The Gamification as a Resourceful Tool to Im-prove Work Performance -- Gamification in the Enterprise: Differences from Consumer Market, Implications, and a Method to Manage Them -- Designing gamification to guide competitive and cooperative behavior in teamwork -- Gamification & Law -- How to Avoid the Dark Side of Gamification: Ten Business Scenarios and Their Unintended Consequences -- Gamification of Survey Research: Empirical Results from Gamifying a Conjoint Experiment -- Project knowledge management while simply playing! Gaming mechanics in project knowledge management systems -- How Gamification Can Help Companies to Become More Sustainable – a Case Study on Ride Sharing -- Gamification: Supported Exploration and Practicing for Automotive User Interfaces and Vehicle Functions -- Application of Game Thinking and Game Elements in New Joiner Induction and On-boarding Process: A Business Case Study -- Gamification: The Measurement of Benefits. | |
590 | _aPara consulta fuera de la UANL se requiere clave de acceso remoto. | ||
700 | 1 |
_aReiners, Torsten, _eeditor. _9317659 |
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700 | 1 |
_aWood, Lincoln C, _eeditor. _9361314 |
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710 | 2 |
_aSpringerLink (Servicio en línea) _9299170 |
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776 | 0 | 8 |
_iEdición impresa: _z9783319102078 |
856 | 4 | 0 |
_uhttp://remoto.dgb.uanl.mx/login?url=http://dx.doi.org/10.1007/978-3-319-10208-5 _zConectar a Springer E-Books (Para consulta externa se requiere previa autentificación en Biblioteca Digital UANL) |
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