000 | 03203nam a22005295i 4500 | ||
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001 | 978-3-319-18699-3 | ||
003 | DE-He213 | ||
005 | 20200421111200.0 | ||
007 | cr nn 008mamaa | ||
008 | 150807s2015 gw | s |||| 0|eng d | ||
020 |
_a9783319186993 _9978-3-319-18699-3 |
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024 | 7 |
_a10.1007/978-3-319-18699-3 _2doi |
|
050 | 4 | _aQA75.5-76.95 | |
072 | 7 |
_aUT _2bicssc |
|
072 | 7 |
_aCOM069000 _2bisacsh |
|
072 | 7 |
_aCOM032000 _2bisacsh |
|
082 | 0 | 4 |
_a005.7 _223 |
100 | 1 |
_aPrakash, Edmond C. _eauthor. |
|
245 | 1 | 0 |
_aTransforming Learning and IT Management through Gamification _h[electronic resource] / _cby Edmond C. Prakash, Madhusudan Rao. |
250 | _a1st ed. 2015. | ||
264 | 1 |
_aCham : _bSpringer International Publishing : _bImprint: Springer, _c2015. |
|
300 |
_aXIII, 119 p. 24 illus., 22 illus. in color. _bonline resource. |
||
336 |
_atext _btxt _2rdacontent |
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337 |
_acomputer _bc _2rdamedia |
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338 |
_aonline resource _bcr _2rdacarrier |
||
347 |
_atext file _bPDF _2rda |
||
490 | 1 |
_aInternational Series on Computer Entertainment and Media Technology, _x2364-947X |
|
505 | 0 | _aIntroduction -- 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 | _aThis 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. | ||
650 | 0 | _aComputer science. | |
650 | 0 | _aManagement. | |
650 | 0 | _aComputers. | |
650 | 0 | _aManagement information systems. | |
650 | 1 | 4 | _aComputer Science. |
650 | 2 | 4 | _aInformation Systems and Communication Service. |
650 | 2 | 4 | _aManagement of Computing and Information Systems. |
650 | 2 | 4 | _aManagement. |
700 | 1 |
_aRao, Madhusudan. _eauthor. |
|
710 | 2 | _aSpringerLink (Online service) | |
773 | 0 | _tSpringer eBooks | |
776 | 0 | 8 |
_iPrinted edition: _z9783319186986 |
830 | 0 |
_aInternational Series on Computer Entertainment and Media Technology, _x2364-947X |
|
856 | 4 | 0 | _uhttp://dx.doi.org/10.1007/978-3-319-18699-3 |
912 | _aZDB-2-SCS | ||
942 | _cEBK | ||
999 |
_c53762 _d53762 |