Agile Games: das Spielebuch für agile Trainer, Coaches und Scrum Master
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Buch |
Sprache: | German |
Veröffentlicht: |
Göttingen
BusinessVillage
2022
|
Ausgabe: | 1. Auflage |
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | Hier auch später erschienene, unveränderte Nachdrucke |
Beschreibung: | 251 Seiten Illustrationen 14.8 cm x 21 cm, 290 g |
ISBN: | 9783869805436 |
Internformat
MARC
LEADER | 00000nam a22000008c 4500 | ||
---|---|---|---|
001 | BV047286347 | ||
003 | DE-604 | ||
005 | 20240131 | ||
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008 | 210518s2022 gw a||| |||| 00||| ger d | ||
015 | |a 20,N27 |2 dnb | ||
016 | 7 | |a 1212529014 |2 DE-101 | |
020 | |a 9783869805436 |c kart. : EUR 17.95 (DE), EUR 18.50 (AT), CHF 19.95 (freier Preis) |9 978-3-86980-543-6 | ||
024 | 3 | |a 9783869805436 | |
028 | 5 | 2 | |a Bestellnummer: PB-1102 |
035 | |a (OCoLC)1302307197 | ||
035 | |a (DE-599)DNB1212529014 | ||
040 | |a DE-604 |b ger |e rda | ||
041 | 0 | |a ger | |
044 | |a gw |c XA-DE-NI | ||
049 | |a DE-355 |a DE-862 |a DE-860 |a DE-898 |a DE-1052 |a DE-859 |a DE-Freis2 |a DE-573 |a DE-703 | ||
084 | |a SR 870 |0 (DE-625)143368: |2 rvk | ||
084 | |a QP 373 |0 (DE-625)141874: |2 rvk | ||
084 | |a QP 360 |0 (DE-625)141869: |2 rvk | ||
084 | |a 650 |2 23sdnb | ||
100 | 1 | |a Böhmer, Christian |e Verfasser |0 (DE-588)1231952407 |4 aut | |
245 | 1 | 0 | |a Agile Games |b das Spielebuch für agile Trainer, Coaches und Scrum Master |c Christian Böhmer |
250 | |a 1. Auflage | ||
264 | 1 | |a Göttingen |b BusinessVillage |c 2022 | |
300 | |a 251 Seiten |b Illustrationen |c 14.8 cm x 21 cm, 290 g | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
500 | |a Hier auch später erschienene, unveränderte Nachdrucke | ||
650 | 0 | 7 | |a Scrum |g Vorgehensmodell |0 (DE-588)7612008-9 |2 gnd |9 rswk-swf |
650 | 0 | 7 | |a Unternehmensspiel |0 (DE-588)4187046-3 |2 gnd |9 rswk-swf |
650 | 0 | 7 | |a Agilität |g Management |0 (DE-588)1123527725 |2 gnd |9 rswk-swf |
650 | 0 | 7 | |a Coaching |0 (DE-588)4148114-8 |2 gnd |9 rswk-swf |
653 | |a Kreativitätstechniken | ||
653 | |a team building | ||
653 | |a Wir-Gefühl | ||
653 | |a Agile Games | ||
653 | |a Innovationsmethoden | ||
653 | |a arbeitspsychologie | ||
653 | |a warm up methoden | ||
653 | |a Agile Spiele | ||
653 | |a Workshopmoderation | ||
653 | |a Gruppenmoderation | ||
689 | 0 | 0 | |a Coaching |0 (DE-588)4148114-8 |D s |
689 | 0 | 1 | |a Agilität |g Management |0 (DE-588)1123527725 |D s |
689 | 0 | 2 | |a Scrum |g Vorgehensmodell |0 (DE-588)7612008-9 |D s |
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689 | 0 | |5 DE-604 | |
710 | 2 | |a BusinessVillage GmbH |0 (DE-588)1064295606 |4 pbl | |
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999 | |a oai:aleph.bib-bvb.de:BVB01-032689801 |
Datensatz im Suchindex
DE-BY-862_location | 2000 |
---|---|
DE-BY-FWS_call_number | 2000/QP 373 B671 |
DE-BY-FWS_katkey | 955646 |
DE-BY-FWS_media_number | 083000524617 |
_version_ | 1806177108883406848 |
adam_text | INHALT
HIER
GEHT S
ZUM
DOWNLOAD
................................................................................................................................................
9
UEBER
DEN
AUTOR
..................................................................................................................................................................
10
VORWORT:
HOMO
LUDENS
VERSUS
HOMO
FABER
....................................................................................................................
11
1.
MANIFEST
DES
AGILEN
SPIELENS
.......................................................................................................................................
15
2.
DIE
FUENF
PHASEN
AGILER
SPIELE
.......................................................................................................................................
19
2.1
DER
WERT
EINES
AGILEN
GAMES
.......................................................................................................................................
22
2.2
PHASE
EINS:
VORBEREITUNG
.............................................................................................................................................
24
2.3
PHASE
ZWEI:
RAUMSETTING
.............................................................................................................................................
26
2.4
PHASE
DREI:
ANMODERATION
...........................................................................................................................................
30
2.5
PHASE
VIER:
DURCHFUEHRUNG
............................................................................................................................................
38
2.6
PHASE
FUENF:
DEBRIEFING
.................................................................................................................................................
45
3.
EINSATZFELDER
AGILER
GAMES
-
EIN
UEBERBLICK
...............................................................................................................
59
3.1
AGILE
GAMES
VERSUS
KLASSISCHE
SPIELKONZEPTE
..............................................................................................................
60
3.2
KATEGORIEN
ODER
EINSATZFELDER
FUER
AGILE
GAMES
..........................................................................................................
63
4.
GAMES
ZUM
ERLEBEN
AGILER
MINDSETS
UND
PRINZIPIEN
................................................................................................
65
4.1
BALL
POINT
GAME
.............................................................................................................................................................
66
4.2
104
LEAN
WORKFLOW
DESIGN
............................................................................................................................................
79
4.3
SERUM
TABOO!
(REMOTEFAEHIG)
........................................................................................................................................
81
4.4
TASCHENRECHNER
(REMOTEFAEHIG)
....................................................................................................................................
83
4.5
AGILES
MEMORY
(REMOTEFAEHIG)
.........................................................................................................................................
87
4.6
THE
NAME
GAME
(REMOTEFAEHIG)
....................................................................................................................................
89
4.7
THE
NAME
GAME
DELUXE
(REMOTEFAEHIG)
........................................................................................................................
92
4.8
SCHIFFE
VERSENKEN
(REMOTEFAEHIG)
................................................................................................................................
94
4.9
DAS
FOKUSSPIEL
(REMOTEFAEHIG)
.....................................................................................................................................
96
5.
GAMES
ZUM
THEMA
FUEHRUNG
........................................................................................................................................
101
5.1
MAGISCHES
DREIECK
(SPEZIELLE
VARIANTE
DES
SPIELS
EQUI
DISTANCE)
................................................................................
102
5.2
FIND
THE
LEADER
..............................................................................................................................................................
105
5.3
BOSS
WORKER
GAME
........................................................................................................................................................
107
5.4
LEGO
LEADERSHIP
GAME
................................................................................................................................................
111
6.
AGILE
GAMES
AND
BUSINESS
..........................................................................................................................................
117
6.1
FLUGZEUG-CHALLENGE
........................................................................................................................................................
118
6.2
GRUENE
WIESE
(REMOTEFAEHIG)
...........................................................................................................................................
123
6.3
LEGO-BAUERNHOF
............................................................................................................................................................
128
6.4
TECHNICAL
DEBT
(REMOTEFAEHIG)
.......................................................................................................................................
133
6.5
SNOWFLAKE
GAME
-
DAS
SCHNEEFLOCKEN-BUSINESS
..........................................................................................................
138
7.
TEAM
UND
KOMMUNIKATION
............................................................................................................................................
145
7.1
MARSHMALLOW
CHALLENGE
DELUXE
......................................................................................................................................
146
7.2
DRAWTO
WRITE
...................................................................................................................................................................
150
7.3
NACHTSIM
MUSEUM
.........................................................................................................................................................
153
7.4
STILLE
POST
REVERSE
(REMOTEFAEHIG)
..................................................................................................................................
158
7.5
CHAIR
GAME
(REMOTEFAEHIG)
.............................................................................................................................................
162
7.6
DIE
DREI
AFFEN
..................................................................................................................................................................
163
7.7
THE
MAZE
..........................................................................................................................................................................
165
7.8
PENDLERSPIEL
...................................................................................................................................................................
171
7.9
BARNGA
............................................................................................................................................................................
177
7.10
E.T.
................................................................................................................................................................................
185
8.
KREATIVITAET
......................................................................................................................................................................
187
8.1
ZEHN
MAL
ZEHN
...............................................................................................................................................................
188
8.2
LEGO
IDEATION
GAME
.......................................................................................................................................................
190
8.3
EIERKOPF
(REMOTEFAEHIG)
..................................................................................................................................................
194
9.
ENERGIZER
.......................................................................................................................................................................
197
9.1
KUHSTALL
...........................................................................................................................................................................
198
9.2
STIERKAMPF
.....................................................................................................................................................................
200
9.3
1-2-3-GAME
...................................................................................................................................................................
201
9.4
GEGENSAETZE
....................................................................................................................................................................
202
9.5
MAKEITRAIN
....................................................................................................................................................................
203
9.6
ZOMBIE
INVASION
...........................................................................................................................................................
205
9.7
TIERORCHESTER
..................................................................................................................................................................
205
9.8
ENGELCHEN
UND
TEUFELCHEN
.............................................................................................................................................
207
9.9
KOTZENDES
KAENGURU
........................................................................................................................................................
208
9.10
GORDISCHER
KNOTEN
.......................................................................................................................................................
210
9.11
ELEPHANT
CHALLENGE
(REMOTEFAEHIG)
..............................................................................................................................
210
10.
SIMULATIONEN
................................................................................................................................................................
213
10.1
OKR
CHESS
GAME
...........................................................................................................................................................
214
10.2
FAIRYTALE
STORY
(REMOTEFAEHIG)
....................................................................................................................................
218
10.3
LEGO-ZOO
......................................................................................................................................................................
226
10.4
ONLINE-ZOO-SIMULATION
(REMOTEFAEHIG)
......................................................................................................................
232
10.5
KANBAN-SCHIFFE-SPIEL
(REMOTEFAEHIG)
.........................................................................................................................
233
11.
WILLKOMMEN
IN
DER
PROFILIGA:
SPIELE
GEZIELT
VERAENDERN
..........................................................................................
245
|
adam_txt |
INHALT
HIER
GEHT'S
ZUM
DOWNLOAD
.
9
UEBER
DEN
AUTOR
.
10
VORWORT:
HOMO
LUDENS
VERSUS
HOMO
FABER
.
11
1.
MANIFEST
DES
AGILEN
SPIELENS
.
15
2.
DIE
FUENF
PHASEN
AGILER
SPIELE
.
19
2.1
DER
WERT
EINES
AGILEN
GAMES
.
22
2.2
PHASE
EINS:
VORBEREITUNG
.
24
2.3
PHASE
ZWEI:
RAUMSETTING
.
26
2.4
PHASE
DREI:
ANMODERATION
.
30
2.5
PHASE
VIER:
DURCHFUEHRUNG
.
38
2.6
PHASE
FUENF:
DEBRIEFING
.
45
3.
EINSATZFELDER
AGILER
GAMES
-
EIN
UEBERBLICK
.
59
3.1
AGILE
GAMES
VERSUS
KLASSISCHE
SPIELKONZEPTE
.
60
3.2
KATEGORIEN
ODER
EINSATZFELDER
FUER
AGILE
GAMES
.
63
4.
GAMES
ZUM
ERLEBEN
AGILER
MINDSETS
UND
PRINZIPIEN
.
65
4.1
BALL
POINT
GAME
.
66
4.2
104
LEAN
WORKFLOW
DESIGN
.
79
4.3
SERUM
TABOO!
(REMOTEFAEHIG)
.
81
4.4
TASCHENRECHNER
(REMOTEFAEHIG)
.
83
4.5
AGILES
MEMORY
(REMOTEFAEHIG)
.
87
4.6
THE
NAME
GAME
(REMOTEFAEHIG)
.
89
4.7
THE
NAME
GAME
DELUXE
(REMOTEFAEHIG)
.
92
4.8
SCHIFFE
VERSENKEN
(REMOTEFAEHIG)
.
94
4.9
DAS
FOKUSSPIEL
(REMOTEFAEHIG)
.
96
5.
GAMES
ZUM
THEMA
FUEHRUNG
.
101
5.1
MAGISCHES
DREIECK
(SPEZIELLE
VARIANTE
DES
SPIELS
EQUI
DISTANCE)
.
102
5.2
FIND
THE
LEADER
.
105
5.3
BOSS
WORKER
GAME
.
107
5.4
LEGO
LEADERSHIP
GAME
.
111
6.
AGILE
GAMES
AND
BUSINESS
.
117
6.1
FLUGZEUG-CHALLENGE
.
118
6.2
GRUENE
WIESE
(REMOTEFAEHIG)
.
123
6.3
LEGO-BAUERNHOF
.
128
6.4
TECHNICAL
DEBT
(REMOTEFAEHIG)
.
133
6.5
SNOWFLAKE
GAME
-
DAS
SCHNEEFLOCKEN-BUSINESS
.
138
7.
TEAM
UND
KOMMUNIKATION
.
145
7.1
MARSHMALLOW
CHALLENGE
DELUXE
.
146
7.2
DRAWTO
WRITE
.
150
7.3
NACHTSIM
MUSEUM
.
153
7.4
STILLE
POST
REVERSE
(REMOTEFAEHIG)
.
158
7.5
CHAIR
GAME
(REMOTEFAEHIG)
.
162
7.6
DIE
DREI
AFFEN
.
163
7.7
THE
MAZE
.
165
7.8
PENDLERSPIEL
.
171
7.9
BARNGA
.
177
7.10
E.T.
.
185
8.
KREATIVITAET
.
187
8.1
ZEHN
MAL
ZEHN
.
188
8.2
LEGO
IDEATION
GAME
.
190
8.3
EIERKOPF
(REMOTEFAEHIG)
.
194
9.
ENERGIZER
.
197
9.1
KUHSTALL
.
198
9.2
STIERKAMPF
.
200
9.3
1-2-3-GAME
.
201
9.4
GEGENSAETZE
.
202
9.5
MAKEITRAIN
.
203
9.6
ZOMBIE
INVASION
.
205
9.7
TIERORCHESTER
.
205
9.8
ENGELCHEN
UND
TEUFELCHEN
.
207
9.9
KOTZENDES
KAENGURU
.
208
9.10
GORDISCHER
KNOTEN
.
210
9.11
ELEPHANT
CHALLENGE
(REMOTEFAEHIG)
.
210
10.
SIMULATIONEN
.
213
10.1
OKR
CHESS
GAME
.
214
10.2
FAIRYTALE
STORY
(REMOTEFAEHIG)
.
218
10.3
LEGO-ZOO
.
226
10.4
ONLINE-ZOO-SIMULATION
(REMOTEFAEHIG)
.
232
10.5
KANBAN-SCHIFFE-SPIEL
(REMOTEFAEHIG)
.
233
11.
WILLKOMMEN
IN
DER
PROFILIGA:
SPIELE
GEZIELT
VERAENDERN
.
245 |
any_adam_object | 1 |
any_adam_object_boolean | 1 |
author | Böhmer, Christian |
author_GND | (DE-588)1231952407 |
author_facet | Böhmer, Christian |
author_role | aut |
author_sort | Böhmer, Christian |
author_variant | c b cb |
building | Verbundindex |
bvnumber | BV047286347 |
classification_rvk | SR 870 QP 373 QP 360 |
ctrlnum | (OCoLC)1302307197 (DE-599)DNB1212529014 |
discipline | Informatik Wirtschaftswissenschaften |
discipline_str_mv | Informatik Wirtschaftswissenschaften |
edition | 1. Auflage |
format | Book |
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id | DE-604.BV047286347 |
illustrated | Illustrated |
index_date | 2024-07-03T17:18:49Z |
indexdate | 2024-08-01T11:31:58Z |
institution | BVB |
institution_GND | (DE-588)1064295606 |
isbn | 9783869805436 |
language | German |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-032689801 |
oclc_num | 1302307197 |
open_access_boolean | |
owner | DE-355 DE-BY-UBR DE-862 DE-BY-FWS DE-860 DE-898 DE-BY-UBR DE-1052 DE-859 DE-Freis2 DE-573 DE-703 |
owner_facet | DE-355 DE-BY-UBR DE-862 DE-BY-FWS DE-860 DE-898 DE-BY-UBR DE-1052 DE-859 DE-Freis2 DE-573 DE-703 |
physical | 251 Seiten Illustrationen 14.8 cm x 21 cm, 290 g |
publishDate | 2022 |
publishDateSearch | 2022 |
publishDateSort | 2022 |
publisher | BusinessVillage |
record_format | marc |
spellingShingle | Böhmer, Christian Agile Games das Spielebuch für agile Trainer, Coaches und Scrum Master Scrum Vorgehensmodell (DE-588)7612008-9 gnd Unternehmensspiel (DE-588)4187046-3 gnd Agilität Management (DE-588)1123527725 gnd Coaching (DE-588)4148114-8 gnd |
subject_GND | (DE-588)7612008-9 (DE-588)4187046-3 (DE-588)1123527725 (DE-588)4148114-8 |
title | Agile Games das Spielebuch für agile Trainer, Coaches und Scrum Master |
title_auth | Agile Games das Spielebuch für agile Trainer, Coaches und Scrum Master |
title_exact_search | Agile Games das Spielebuch für agile Trainer, Coaches und Scrum Master |
title_exact_search_txtP | Agile Games das Spielebuch für agile Trainer, Coaches und Scrum Master |
title_full | Agile Games das Spielebuch für agile Trainer, Coaches und Scrum Master Christian Böhmer |
title_fullStr | Agile Games das Spielebuch für agile Trainer, Coaches und Scrum Master Christian Böhmer |
title_full_unstemmed | Agile Games das Spielebuch für agile Trainer, Coaches und Scrum Master Christian Böhmer |
title_short | Agile Games |
title_sort | agile games das spielebuch fur agile trainer coaches und scrum master |
title_sub | das Spielebuch für agile Trainer, Coaches und Scrum Master |
topic | Scrum Vorgehensmodell (DE-588)7612008-9 gnd Unternehmensspiel (DE-588)4187046-3 gnd Agilität Management (DE-588)1123527725 gnd Coaching (DE-588)4148114-8 gnd |
topic_facet | Scrum Vorgehensmodell Unternehmensspiel Agilität Management Coaching |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=032689801&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT bohmerchristian agilegamesdasspielebuchfuragiletrainercoachesundscrummaster AT businessvillagegmbh agilegamesdasspielebuchfuragiletrainercoachesundscrummaster |
Inhaltsverzeichnis
Schweinfurt Zentralbibliothek Lesesaal
Signatur: |
2000 QP 373 B671 |
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Exemplar 1 | ausleihbar Verfügbar Bestellen |