Gamification for Innovators and Entrepreneurs is about an exciting, still emerging superpower. One that empowers you to use, repurpose and create games that will help solve the great societal and organisational challenges that companies, startups and nonprofits are facing today – games that are explicitly designed and can be iteratively improved to engage stakeholders, facilitate experimentation and actually drive innovation.
What makes gamification a superpower is its use of powerful methods and techniques from diverse disciplines and traditions – like futures studies, user experience, agile management, design thinking or business design – in a new, action-oriented and engaging framework. Each game world is a safe, playful space, where groups are free to experiment in innovative and inclusive forms of collaboration.
Gamification for Innovators and Entrepreneurs builds on insights and knowledge from over 150 leading experts in the field. It provides a rich collection of materials for innovators, entrepreneurs and game designers that allows you to dive deep into innovation and entrepreneurship, into games and gamification. You can build on 36 gamification design patterns – like dilemma solving, experiential learning, innovation markets and storytelling – and use a game design canvas to create your own innovation games. Or you can customize some of the 70+ games featured in the book that are already in use by innovators, entrepreneurs and professional trainers. Additional resources are provided for teachers and game facilitators.
An easily accessible and comprehensive overview on gamification and games in the context of innovation and entrepreneurship
Draws on several collaborative research projects involving partners such as Lego, Deutsche Telekom, Lufthansa Systems, 3M, Danske Bank, and Nokia Systems.
Extensive experience of the authors in the facilitation of games, their role as an enabler of learning and their potential to facilitate transformation.
36 reusable gamification design patterns, a five-step process and a game design canvas to create one’s own innovation games
Summaries and references of more than 70+ customizable games that are already in use by innovators, entrepreneurs and professional trainers
Educational materials for teachers, trainers and game facilitators
Автор: Bown, Alfie Название: Dream lovers ISBN: 0745344879 ISBN-13(EAN): 9780745344874 Издательство: Неизвестно Рейтинг: Цена: 22430.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: How (and why) are new technologies radically reshaping our desires?
Автор: Sarah Pavey Название: Playing Games in the School Library: Developing Game-Based Lessons and Using Gamification Concepts ISBN: 1783305347 ISBN-13(EAN): 9781783305346 Издательство: Facet Рейтинг: Цена: 126720.00 T Наличие на складе: Невозможна поставка. Описание: Playing Games in the School Library is a comprehensive resource for those looking to explore the use of game-based learning and gamification in the library setting.
Автор: Sarah Pavey Название: Playing Games in the School Library: Developing Game-Based Lessons and Using Gamification Concepts ISBN: 1783305339 ISBN-13(EAN): 9781783305339 Издательство: Facet Рейтинг: Цена: 63360.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: Playing Games in the School Library is a comprehensive resource for those looking to explore the use of game-based learning and gamification in the library setting.
Автор: Folmar David Название: Game It Up!: Using Gamification to Incentivize Your Library ISBN: 1442253355 ISBN-13(EAN): 9781442253353 Издательство: Rowman & Littlefield Publishers Рейтинг: Цена: 67590.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: Discover how you can utilize game design techniques to involve patrons and motivate staff in your library. This practical primer will walk you through how to incorporate game thinking into bibliographic instruction, staff training, the online catalog, and more. Learn how you can gamify the library experience.
"A QUICK BUT THOUGHTFUL LOOK INTO THE PROS AND CONS OF GAMIFICATION…."—Daniel H. Pink, Author, Drive Why can't life—and business—be fun? For thousands of years, we've created things called games that tap the tremendous psychic power of fun. In a revised and updated edition of For the Win: The Power of Gamification and Game Thinking in Business, Education, Government, and Social Impact, authors Kevin Werbach and Dan Hunter argue that applying the lessons of gamification could change your business, the way you learn or teach, and even your life. Werbach and Hunter explain how games can be used as a valuable tool to address serious pursuits like marketing, productivity enhancement, education, innovation, customer engagement, human resources, and sustainability. They reveal how, why, and when gamification works—and what not to do. Discover the successes—and failures—of organizations that are using gamification: How a South Korean company called Neofect is using gamification to help people recover from strokes;How a tool called SuperBetter has demonstrated significant results treating depression, concussion symptoms, and the mental health harms of the COVID-19 pandemic through game thinking; How the ride-hailing giant Uber once used gamification to influence their drivers to work longer hours than they otherwise wanted to, causing swift backlash. The story of gamification isn't fun and games by any means. It's serious. When used carefully and thoughtfully, gamification produces great outcomes for users, in ways that are hard to replicate through other methods. Other times, companies misuse the "guided missile" of gamification to have people work and do things in ways that are against their self-interest. This revised and updated edition incorporates the most prominent research findings to provide a comprehensive gamification playbook for the real world.
Автор: Denmeade Natalie Название: Gamification with Moodle ISBN: 1782173072 ISBN-13(EAN): 9781782173076 Издательство: Неизвестно Рейтинг: Цена: 40450.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: Covering the applied managerial perspective of the travel industry, this book teaches effective skills by reviewing legal frameworks, quality management and marketing, financial management, and the management of shareholders and stakeholders. It discusses trends such as sustainability and includes a revised structure and international case studies.
Автор: Chou Yu-Kai Название: Actionable Gamification: Beyond Points, Badges and Leaderboards ISBN: 1511744049 ISBN-13(EAN): 9781511744041 Издательство: Неизвестно Цена: 20430.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: The new era of Gamification and Human-Focused Design optimizes for motivation and engagement over traditional Function-Focused Design. Within the industry, studies on game mechanics and behavioral psychology have become proliferate. However, few people understand how to merge the two fields into experience designs that reliably increases business metrics and generates a return on investment. Gamification Pioneer Yu-kai Chou takes readers on a journey to learn his sixteen years of obsessive research in creating the Octalysis Framework, and how to apply the framework to create engaging and successful experiences in their product, workplace, marketing, and personal lives.
Автор: Queiros, Ricardo Alexandre Peixoto de, Название: Gamification-based e-learning strategies for computer programming education / ISBN: 1522510346 ISBN-13(EAN): 9781522510345 Издательство: Turpin Рейтинг: Цена: 197120.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: Computer technologies are forever evolving and it is vital that computer science educators find new methods of teaching programming in order to maintain the rapid changes occurring in the field. One of the ways to increase student engagement and retention is by integrating games into the curriculum.Gamification-Based E-Learning Strategies for Computer Programming Education evaluates the different approaches and issues faced in integrating games into computer education settings. Featuring emergent trends on the application of gaming to pedagogical strategies and technological tactics, as well as new methodologies and approaches being utilized in computer programming courses, this book is an essential reference source for practitioners, researchers, computer science teachers, and students pursuing computer science.
Автор: Information Resources Management Association Название: Gamification in education : ISBN: 1522551980 ISBN-13(EAN): 9781522551980 Издательство: Turpin Рейтинг: Цена: 330170.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: Serious games provide a unique opportunity to fully engage students more than traditional teaching approaches. Understanding the best way to utilize these games and the concept of play in an educational setting is imperative for effectual learning in the 21st century. Gamification in Education: Breakthroughs in Research and Practice is an innovative reference source for the latest academic material on the different approaches and issues faced in integrating games within curriculums. Highlighting a range of topics, such as learning through play, virtual worlds, and educational computer games, this publication is ideally designed for educators, administrators, software designers, and stakeholders in all levels of education.
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