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Gamification Design for Educational Contexts: Theoretical and Practical Contributions

Posted By: AvaxGenius
Gamification Design for Educational Contexts: Theoretical and Practical Contributions

Gamification Design for Educational Contexts: Theoretical and Practical Contributions by Armando Toda, Alexandra I. Cristea, Seiji Isotani
English | PDF EPUB (True) | 2023 | 140 Pages | ISBN : 3031319486 | 14.5 MB

Have you ever wondered how to best add game-like elements to your (online) courses? What makes some game features desirable, and others boring? This book covers gamification design in educational domains. It is aimed at practitioners, researchers and academics alike. Gamification design is a recent and relevant topic in many domains; however, it is not well explored in the domain of education, with only a few frameworks available and most of these being only academic (e.g., theoretical) and not addressing practical issues related to education practitioners (e.g., teachers and instructors). The book is divided into 3 parts, in part 1 we explain some basic concepts related to gamification and gamification design, its importance for the education domain, possible negative effects if gamification design is neglected, and aspects that are still not encompassed by this field. Following, part 2 focus on explaining data-driven gamification design concepts as well as a research framework on how to use data mining algorithms to analyze and interpret data to generate strategies that can be used in education domain. It also presents a conceptual framework on how to apply those strategies in the education domain, focusing on the teacher and instructor; Finally, part 3 presents discussions regarding the concepts covered in the book, as well as possible research directions

Persuasive Technology

Posted By: AvaxGenius
Persuasive Technology

Persuasive Technology: 18th International Conference, PERSUASIVE 2023, Eindhoven, The Netherlands, April 19–21, 2023, Proceedings by Alexander Meschtscherjakov, Cees Midden, Jaap Ham
English | PDF | 2023 | 434 Pages | ISBN : 3031309324 | 23.2 MB

This book constitutes the refereed proceedings of the 18th International Conference on Persuasive Technology, PERSUASIVE 2023, held in Eindhoven, The Netherlands, April 19–21, 2023.

Human-Computer Interaction. Interaction in Context (Repost)

Posted By: AvaxGenius
Human-Computer Interaction. Interaction in Context (Repost)

Human-Computer Interaction. Interaction in Context: 20th International Conference, HCI International 2018, Las Vegas, NV, USA, July 15–20, 2018, Proceedings, Part II by Masaaki Kurosu
English | PDF | 2018 | 671 Pages | ISBN : 3319912437 | 118 MB

The 3 volume-set LNCS 10901, 10902 + 10903 constitutes the refereed proceedings of the 20th International Conference on Human-Computer Interaction, HCI 2018, which took place in Las Vegas, Nevada, in July 2018.
The total of 1171 papers and 160 posters included in the 30 HCII 2018 proceedings volumes was carefully reviewed and selected from 4346 submissions.

Human-Computer Interaction. Interaction in Context (Repost)

Posted By: AvaxGenius
Human-Computer Interaction. Interaction in Context (Repost)

Human-Computer Interaction. Interaction in Context: 20th International Conference, HCI International 2018, Las Vegas, NV, USA, July 15–20, 2018, Proceedings, Part II by Masaaki Kurosu
English | PDF | 2018 | 671 Pages | ISBN : 3319912437 | 118 MB

The 3 volume-set LNCS 10901, 10902 + 10903 constitutes the refereed proceedings of the 20th International Conference on Human-Computer Interaction, HCI 2018, which took place in Las Vegas, Nevada, in July 2018.
The total of 1171 papers and 160 posters included in the 30 HCII 2018 proceedings volumes was carefully reviewed and selected from 4346 submissions.

Simulation Gaming Through Times and Disciplines

Posted By: AvaxGenius
Simulation Gaming Through Times and Disciplines

Simulation Gaming Through Times and Disciplines: 50th International Simulation and Gaming Association Conference, ISAGA 2019, Warsaw, Poland, August 26–30, 2019, Revised Selected Papers by Marcin Wardaszko
English | EPUB | 2021 | 469 Pages | ISBN : 3030721310 | 49 MB

This book constitutes revised selected papers from the 50th International Simulation and Gaming Association Conference, ISAGA 2019, which took place in Warsaw, Poland, during August 26–30, 2019.

Simulation Gaming Through Times and Disciplines

Posted By: AvaxGenius
Simulation Gaming Through Times and Disciplines

Simulation Gaming Through Times and Disciplines: 50th International Simulation and Gaming Association Conference, ISAGA 2019, Warsaw, Poland, August 26–30, 2019, Revised Selected Papers by Marcin Wardaszko
English | PDF | 2021 | 469 Pages | ISBN : 3030721310 | 41.9 MB

This book constitutes revised selected papers from the 50th International Simulation and Gaming Association Conference, ISAGA 2019, which took place in Warsaw, Poland, during August 26–30, 2019.

Human-Computer Interaction. Interaction in Context (Repost)

Posted By: AvaxGenius
Human-Computer Interaction. Interaction in Context (Repost)

Human-Computer Interaction. Interaction in Context: 20th International Conference, HCI International 2018, Las Vegas, NV, USA, July 15–20, 2018, Proceedings, Part II by Masaaki Kurosu
English | PDF | 2018 | 671 Pages | ISBN : 3319912437 | 117.99 MB

The 3 volume-set LNCS 10901, 10902 + 10903 constitutes the refereed proceedings of the 20th International Conference on Human-Computer Interaction, HCI 2018, which took place in Las Vegas, Nevada, in July 2018.

Alexandre Duarte, Sébastien Bru, "La boîte à outils de la gamification"

Posted By: TimMa
Alexandre Duarte, Sébastien Bru, "La boîte à outils de la gamification"

Alexandre Duarte, Sébastien Bru, "La boîte à outils de la gamification"
2021 | ISBN: 210081690X | Français | EPUB | 191 pages | 7 MB

Attribution de points, récompenses, statut, compétition et communauté…ces programmes de fidélité lancés dès 1980 par les compagnies aériennes ont posé le fondement de la gamification. La gamification, c’est l’utilisation des mécanismes du jeu dans d’autres univers non ludiques, par exemple celui de l’entreprise, en particulier des sites web, de situations d’apprentissage ou des réseaux sociaux. C’est un assemblage de mécaniques du jeu pour inciter les utilisateurs d’un service ou les collaborateurs d’une entreprise à s’engager plus dans une activité. …

Press Start: Using gamification to power-up your marketing

Posted By: First1
Press Start: Using gamification to power-up your marketing

Press Start: Using gamification to power-up your marketing by Daniel Griffin, Albert van der Meer
English | November 28th, 2019 | ISBN: 1472970519 | 288 pages | EPUB | 1.50 MB

Do you know someone obsessed with a mobile game like Candy Crush? Have you ever felt a rush when you completed a task… and perhaps another when you crossed it off your to-do list? Or maybe you have that one running-obsessed friend who has to log everything on their fitness app?