Book 2015

Gamification in Education and Business

Editors:

ISBN: 978-3-319-10207-8 (Print) 978-3-319-10208-5 (Online)

Table of contents (34 chapters)

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  1. Front Matter

    Pages i-liv

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    Chapter

    Pages 1-20

    A RECIPE for Meaningful Gamification

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    Chapter

    Pages 21-46

    Studying Gamification: The Effect of Rewards and Incentives on Motivation

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    Chapter

    Pages 47-66

    A Conceptual Framework for Gamification Measurement

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    Chapter

    Pages 67-79

    Implementing Game Design in Gamification

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    Chapter

    Pages 81-104

    Applied Behavioral Economics: A Game Designer’s Perspective

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    Chapter

    Pages 105-131

    Towards Leveraging Behavioral Economics in Mobile Application Design

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    Chapter

    Pages 133-149

    A Parallel Universe: Psychological Science in the Language of Game Design

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    Chapter

    Pages 151-163

    Context to Culture for Gamification HCI Requirements: Familiarity and Enculturement

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    Chapter

    Pages 165-186

    Psychological Theory and the Gamification of Learning

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    Chapter

    Pages 187-200

    A History and Frameworks of Digital Badges in Education

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    Chapter

    Pages 201-217

    Game-Based Assessment: The Mash-Up We’ve Been Waiting For

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    Chapter

    Pages 219-252

    A Gamification-Based Framework for Developing Learning Activities of Computational Thinking

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    Chapter

    Pages 253-275

    Educational Gamified Science Simulations

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    Chapter

    Pages 277-290

    From Market Place to Collusion Detection: Case Studies of Gamification in Education

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    Chapter

    Pages 291-313

    Physical Skills and Digital Gaming: The Relationship between Basketball and an Augmented Reality Adaption

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    Chapter

    Pages 315-329

    Storytelling to Immersive Learners in an Authentic Virtual Training Environment

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    Chapter

    Pages 331-354

    Shaping Behaviours Through Space and Place in Gamified Virtual Learning Environments

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    Chapter

    Pages 355-383

    The Development and Assessment of a Team-Based Management Game

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    Chapter

    Pages 385-401

    Gamification in Virtual Worlds for Learning: A Case Study of PIERSiM for Business Education

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    Chapter

    Pages 403-416

    Theoretical Considerations for Game-Based e-Learning Analytics

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