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Transforming learning and IT management through gamification [electronic resource]

Transforming learning and IT management through gamification [electronic resource]

Material type
E-Book(소장)
Personal Author
Prakash, Edmond C. Rao, Madhusudan.
Title Statement
Transforming learning and IT management through gamification [electronic resource] / Edmond C. Prakash, Madhusudan Rao.
Publication, Distribution, etc
Cham :   Springer International Publishing :   Imprint: Springer,   2015.  
Physical Medium
1 online resource (xiii, 119 p.) : ill. (chiefly col.).
Series Statement
International series on computer entertainment and media technology,2364-947X
ISBN
9783319186993
요약
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.
General Note
Title from e-Book title page.  
Content Notes
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.
Bibliography, Etc. Note
Includes bibliographical references.
이용가능한 다른형태자료
Issued also as a book.  
Subject Added Entry-Topical Term
Computer science. Information technology --Computer-assisted instruction. Information technology --Management. Educational games.
Short cut
URL
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008 200723s2015 sz a ob 000 0 eng d
020 ▼a 9783319186993
040 ▼a 211009 ▼c 211009 ▼d 211009
050 4 ▼a QA75.5-76.95
082 0 4 ▼a 004.071 ▼2 23
084 ▼a 004.071 ▼2 DDCK
090 ▼a 004.071
100 1 ▼a Prakash, Edmond C.
245 1 0 ▼a Transforming learning and IT management through gamification ▼h [electronic resource] / ▼c Edmond C. Prakash, Madhusudan Rao.
260 ▼a Cham : ▼b Springer International Publishing : ▼b Imprint: Springer, ▼c 2015.
300 ▼a 1 online resource (xiii, 119 p.) : ▼b ill. (chiefly col.).
490 1 ▼a International series on computer entertainment and media technology, ▼x 2364-947X
500 ▼a Title from e-Book title page.
504 ▼a Includes bibliographical references.
505 0 ▼a 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.
520 ▼a 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.
530 ▼a Issued also as a book.
538 ▼a Mode of access: World Wide Web.
650 0 ▼a Computer science.
650 0 ▼a Information technology ▼x Computer-assisted instruction.
650 0 ▼a Information technology ▼x Management.
650 0 ▼a Educational games.
700 1 ▼a Rao, Madhusudan.
830 0 ▼a International series on computer entertainment and media technology.
856 4 0 ▼u https://oca.korea.ac.kr/link.n2s?url=http://dx.doi.org/10.1007/978-3-319-18699-3
945 ▼a KLPA
991 ▼a E-Book(소장)

Holdings Information

No. Location Call Number Accession No. Availability Due Date Make a Reservation Service
No. 1 Location Main Library/e-Book Collection/ Call Number CR 004.071 Accession No. E14027863 Availability Loan can not(reference room) Due Date Make a Reservation Service M

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