Gamification

How To Save The World With Gamification, Behavior & Data Viz  eBooks & eLearning

Posted by Sigha at April 24, 2023
How To Save The World With Gamification, Behavior & Data Viz

How To Save The World With Gamification, Behavior & Data Viz
MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHz
Language: English (US) | Size: 1.49 GB | Duration: 1h 55m

How to apply gamification, behavior psychology, and data vizualization to social and environmental change

Gamification: How to Level Up Your Life and Business  eBooks & eLearning

Posted by Sigha at Oct. 5, 2020
Gamification: How to Level Up Your Life and Business

Gamification: How to Level Up Your Life and Business
Video: .mp4 (1280x720, 30 fps(r)) | Audio: aac, 48000 Hz, 2ch | Size: 480 MB
Genre: eLearning Video | Duration: 20 lectures (1 hour, 27 mins) | Language: English

Comprehensive gamification course covering everything from principles to mechanics and the psychology behind game design
"Gamification: Analysis, Design, Development and Ludification" ed. by Ioannis Deliyannis

"Gamification: Analysis, Design, Development and Ludification" ed. by Ioannis Deliyannis
ITexLi | 2023 | ISBN: 1803562617 9781803562612 1803562609 9781803562605 1803562625 9781803562629 | 160 pages | PDF | 9 MB

This book examines how gamification is designed and implemented today, particularly within our transmedia world. This process requires balancing the narrative elements and the gamification mechanics used within the scenario that leads to the target objectives.

Introduction to Genially: Gamification for E-Learning  eBooks & eLearning

Posted by lucky_aut at Dec. 8, 2022
Introduction to Genially: Gamification for E-Learning

Introduction to Genially: Gamification for E-Learning
Duration: 01:47:59 | .MP4 1280x720, 30 fps(r) | AAC, 44100 Hz, 2ch | 1.37 GB
Genre: eLearning | Language: English [Auto]

Start using Genially: Creating living content and gamification for Education and E-Learning.

Alexandre Duarte, Sébastien Bru, "La boîte à outils de la gamification"  eBooks & eLearning

Posted by TimMa at April 20, 2021
Alexandre Duarte, Sébastien Bru, "La boîte à outils de la gamification"

Alexandre Duarte, Sébastien Bru, "La boîte à outils de la gamification"
2021 | ISBN: 210081690X | Français | EPUB | 191 pages | 7 MB

Attribution de points, récompenses, statut, compétition et communauté…ces programmes de fidélité lancés dès 1980 par les compagnies aériennes ont posé le fondement de la gamification. La gamification, c’est l’utilisation des mécanismes du jeu dans d’autres univers non ludiques, par exemple celui de l’entreprise, en particulier des sites web, de situations d’apprentissage ou des réseaux sociaux. C’est un assemblage de mécaniques du jeu pour inciter les utilisateurs d’un service ou les collaborateurs d’une entreprise à s’engager plus dans une activité. …

Gamification Marketing For Dummies [Audiobook]  Audiobooks

Posted by tarantoga at Jan. 1, 2021
Gamification Marketing For Dummies [Audiobook]

Zarrar Chishti, Gary Tiedemann (Narrator), "Gamification Marketing For Dummies"
English | ASIN: B08Q6483JC | 2020 | MP3@64 kbps | ~09:45:00 | 276 MB

Gamification & Behavioral Design: The Octalysis Framework  eBooks & eLearning

Posted by lucky_aut at March 10, 2022
Gamification & Behavioral Design: The Octalysis Framework

Gamification & Behavioral Design: The Octalysis Framework
Duration: 2h 47m | .MKV 1280x720, 30 fps(r) | AAC, 44100 Hz, 2ch | 1.81 GB
Genre: eLearning | Language: English

Learn the 8 Core Drives that motivate us all (beyond Points, Badges, and Leaderboards)

Gamification Design for Educational Contexts: Theoretical and Practical Contributions  eBooks & eLearning

Posted by AvaxGenius at Sept. 6, 2023
Gamification Design for Educational Contexts: Theoretical and Practical Contributions

Gamification Design for Educational Contexts: Theoretical and Practical Contributions by Armando Toda, Alexandra I. Cristea, Seiji Isotani
English | PDF EPUB (True) | 2023 | 140 Pages | ISBN : 3031319486 | 14.5 MB

Have you ever wondered how to best add game-like elements to your (online) courses? What makes some game features desirable, and others boring? This book covers gamification design in educational domains. It is aimed at practitioners, researchers and academics alike. Gamification design is a recent and relevant topic in many domains; however, it is not well explored in the domain of education, with only a few frameworks available and most of these being only academic (e.g., theoretical) and not addressing practical issues related to education practitioners (e.g., teachers and instructors). The book is divided into 3 parts, in part 1 we explain some basic concepts related to gamification and gamification design, its importance for the education domain, possible negative effects if gamification design is neglected, and aspects that are still not encompassed by this field. Following, part 2 focus on explaining data-driven gamification design concepts as well as a research framework on how to use data mining algorithms to analyze and interpret data to generate strategies that can be used in education domain. It also presents a conceptual framework on how to apply those strategies in the education domain, focusing on the teacher and instructor; Finally, part 3 presents discussions regarding the concepts covered in the book, as well as possible research directions

Gamification und Serious Play: Spielen im Business-Kontext  eBooks & eLearning

Posted by IrGens at Aug. 8, 2023
Gamification und Serious Play: Spielen im Business-Kontext

Gamification und Serious Play: Spielen im Business-Kontext
.MP4, AVC, 1280x720, 30 fps | Deutsch, AAC, 2 Ch | 1 Std. 18 Min. | 718 MB
Trainer:innen: Bernhard Schloß, Christian Botta, Daniel Reinold
"The Role of Gamification in Software Development Lifecycle" ed. by Christos Kalloniatis

"The Role of Gamification in Software Development Lifecycle" ed. by Christos Kalloniatis
ITexLi | 2021 | ISBN: 1839628669 9781839628665 1839628626 9781839628627 1839628677 9781839628672 | 129 pages | PDF | 9 MB

This book presents innovative research efforts and technical solutions related to gamification and improving user engagement in all stages of the development process.