Transforming Learning and IT Management through Gamification - Edmond C. Prakash, Madhusudan Rao

Transforming Learning and IT Management through Gamification

Buch | Softcover
XIII, 119 Seiten
2016 | 1. Softcover reprint of the original 1st ed. 2015
Springer International Publishing (Verlag)
978-3-319-37120-7 (ISBN)
42,79 inkl. MwSt

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.

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.

"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)

Erscheinungsdatum
Reihe/Serie International Series on Computer, Entertainment and Media Technology
Zusatzinfo XIII, 119 p. 24 illus., 22 illus. in color.
Verlagsort Cham
Sprache englisch
Maße 155 x 235 mm
Gewicht 221 g
Themenwelt Mathematik / Informatik Informatik Netzwerke
Mathematik / Informatik Informatik Theorie / Studium
Mathematik / Informatik Informatik Web / Internet
Mathematik / Informatik Mathematik Finanz- / Wirtschaftsmathematik
Wirtschaft Betriebswirtschaft / Management Unternehmensführung / Management
Schlagworte Education • Edutainment • game mechanics • Information Technology • It Management
ISBN-10 3-319-37120-7 / 3319371207
ISBN-13 978-3-319-37120-7 / 9783319371207
Zustand Neuware
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