Cantitate/Preț
Produs

Transforming Learning and IT Management through Gamification: International Series on Computer, Entertainment and Media Technology

Autor Edmond C. Prakash, Madhusudan Rao
en Limba Engleză Hardback – 19 aug 2015
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.
Citește tot Restrânge

Din seria International Series on Computer, Entertainment and Media Technology

Preț: 28707 lei

Preț vechi: 35884 lei
-20% Nou

Puncte Express: 431

Preț estimativ în valută:
5496 5955$ 4589£

Carte tipărită la comandă

Livrare economică 12-26 decembrie

Preluare comenzi: 021 569.72.76

Specificații

ISBN-13: 9783319186986
ISBN-10: 3319186981
Pagini: 119
Ilustrații: XIII, 119 p. 24 illus., 22 illus. in color.
Dimensiuni: 155 x 235 x 15 mm
Greutate: 0.39 kg
Ediția:1st ed. 2015
Editura: Springer International Publishing
Colecția Springer
Seria International Series on Computer, Entertainment and Media Technology

Locul publicării:Cham, Switzerland

Public țintă

Professional/practitioner

Cuprins

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.

Recenzii

“This title is undoubtedly a valuable contribution to the literature in the field. Most of today’s enterprise IT managers will find many useful facts and answers on a game-oriented approach to everyday work tasks, improving employee motivation, innovation, and productivity using IT as a standard tool. … this book provides evidence for gamification’s ability to improve work culture, productivity, and success.” (F. J. Ruzic, Computing Reviews, March, 2016)

Caracteristici

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