Transforming learning and IT managem...
Prakash, Edmond C.

 

  • Transforming learning and IT management through gamification[electronic resource] /
  • 紀錄類型: 書目-語言資料,印刷品 : Monograph/item
    杜威分類號: 004.071
    書名/作者: Transforming learning and IT management through gamification/ by Edmond C. Prakash, Madhusudan Rao.
    作者: Prakash, Edmond C.
    其他作者: Rao, Madhusudan.
    出版者: Cham : : Springer International Publishing :, 2015.
    面頁冊數: xiii, 119 p. : : ill. (some col.), digital ;; 24 cm.
    Contained By: Springer eBooks
    標題: Information technology - Computer-assisted instruction.
    標題: Information technology - Management.
    標題: Educational games.
    標題: Computer Science.
    標題: Information Systems and Communication Service.
    標題: Management of Computing and Information Systems.
    標題: Management/Business for Professionals.
    ISBN: 9783319186993
    ISBN: 9783319186986
    內容註: 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.
    摘要、提要註: 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.
    電子資源: http://dx.doi.org/10.1007/978-3-319-18699-3
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