Enhancing engagement with gamification: education, business, and healthcare perspectives
Enhancing Engagement With Gamification: Education, Business, and Healthcare Perspectives provides a comprehensive exploration of how gamification is being utilized across education, business, and healthcare sectors. Through a collection of theoretical insights, practical strategies, and real-world c...
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Other Authors: | , |
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Format: | Electronic eBook |
Language: | English |
Published: |
Hershey, Pennsylvania (701 E. Chocolate Avenue, Hershey, Pennsylvania, 17033, USA)
IGI Global
2025.
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Series: | Advances in media, entertainment, and the arts (AMEA) book series.
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Subjects: | |
Online Access: | DE-862 DE-863 |
Summary: | Enhancing Engagement With Gamification: Education, Business, and Healthcare Perspectives provides a comprehensive exploration of how gamification is being utilized across education, business, and healthcare sectors. Through a collection of theoretical insights, practical strategies, and real-world case studies, this book illustrates the transformative potential of gamification. Covering topics such as architectural education, geriatric nursing, and user experience, this book is an excellent resource for educators, business leaders, healthcare professionals, managers, human resources professionals, organizational development specialists, doctors, nurses, therapists, academicians, and more. |
Physical Description: | 18 PDFs (344 Seiten) Also available in print. |
Format: | Mode of access: World Wide Web. |
Bibliography: | Includes bibliographical references and index. |
ISBN: | 9798369383247 |
Access: | Restricted to subscribers or individual electronic text purchasers. |
Staff View
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264 | 1 | |a Hershey, Pennsylvania (701 E. Chocolate Avenue, Hershey, Pennsylvania, 17033, USA) |b IGI Global |c 2025. | |
300 | |a 18 PDFs (344 Seiten) | ||
336 | |a text |2 rdacontent | ||
337 | |a electronic |2 isbdmedia | ||
338 | |a online resource |2 rdacarrier | ||
490 | 1 | |a Advances in media, entertainment, and the arts (AMEA) book series | |
504 | |a Includes bibliographical references and index. | ||
505 | 0 | |a Foreword -- Preface -- Chapter 1. Cross-Cultural Gamification: Understanding Design and User Experience in Different Cultural Contexts -- Chapter 2. Enhancing Student Authenticity and Engagement Through Gamification and Problem-Based Learning in Higher Education -- Chapter 3. Evaluation of Gamified Learning in Organizations: A Study Based on Evidence From Private Sector Organizations in India -- Chapter 4. Gamification as a Pedagogical Innovation in Architectural Education: A Literature Review -- Chapter 5. Gamification as a Pedagogical Tool in Geriatric Nursing: Engaging and Empowering Future Nurses -- Chapter 6. Gamification for Transformative Learning: Current Trends in 21st Century Education -- Chapter 7. Gamified Success: Best Practices, Challenges, and Solutions in Designing Gamified Experiences -- Chapter 8. Gamifying the Classroom by Mediation of Technological Innovations in Enhancing Student Engagement and Learning in Ethiopia -- Chapter 9. Rethinking History Teaching: A New Multiplayer Digital Games Platform to Overcome the Challenges of Engagement -- Chapter 10. Systemic Barriers and Support Mechanisms for Black Male Educators: A Review of Recent Evidence and Policy Implications -- Compilation of References -- About the Contributors -- Index. | |
506 | |a Restricted to subscribers or individual electronic text purchasers. | ||
520 | 3 | |a Enhancing Engagement With Gamification: Education, Business, and Healthcare Perspectives provides a comprehensive exploration of how gamification is being utilized across education, business, and healthcare sectors. Through a collection of theoretical insights, practical strategies, and real-world case studies, this book illustrates the transformative potential of gamification. Covering topics such as architectural education, geriatric nursing, and user experience, this book is an excellent resource for educators, business leaders, healthcare professionals, managers, human resources professionals, organizational development specialists, doctors, nurses, therapists, academicians, and more. | |
530 | |a Also available in print. | ||
538 | |a Mode of access: World Wide Web. | ||
588 | |a Description based on title screen (IGI Global, viewed 12/14/2024). | ||
650 | 0 | |a Education |x Simulation methods. | |
650 | 0 | |a Games and technology. | |
650 | 0 | |a Gamification. | |
650 | 0 | |a Medical care. | |
650 | 0 | |a Simulation games in education. | |
650 | 0 | |a Technological innovations |x Management. | |
653 | |a Architectural Education. | ||
653 | |a Educator Support. | ||
653 | |a Engagement. | ||
653 | |a Gamification. | ||
653 | |a Gamified Experiences. | ||
653 | |a Geriatric Nursing. | ||
653 | |a Higher Education. | ||
653 | |a History Education. | ||
653 | |a Multiplayer Digital Platforms. | ||
653 | |a Organizational Learning. | ||
653 | |a Pedagogical Innovation. | ||
653 | |a Pedagogical Tools. | ||
653 | |a Private Sector Organizations. | ||
653 | |a Problem-Based Learning. | ||
653 | |a Student Authenticity. | ||
653 | |a User Experience. | ||
655 | 4 | |a Electronic books. | |
700 | 1 | |a Marcão, Ricardo |e editor. | |
700 | 1 | |a Santos, Vasco Ribeiro |e editor. | |
710 | 2 | |a IGI Global, |e publisher. | |
776 | 0 | 8 | |i Print version: |z 9798369383223 |
830 | 0 | |a Advances in media, entertainment, and the arts (AMEA) book series. | |
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912 | |a ZDB-98-IGB | ||
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Record in the Search Index
DE-BY-FWS_katkey | ZDB-98-IGB-00350258 |
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adam_text | |
any_adam_object | |
author2 | Marcão, Ricardo Santos, Vasco Ribeiro |
author2_role | edt edt |
author2_variant | r m rm v r s vr vrs |
author_facet | Marcão, Ricardo Santos, Vasco Ribeiro |
building | Verbundindex |
bvnumber | localFWS |
callnumber-first | H - Social Science |
callnumber-label | HD58 |
callnumber-raw | HD58.8 .E54 2025e |
callnumber-search | HD58.8 .E54 2025e |
callnumber-sort | HD 258.8 E54 42025E |
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contents | Foreword -- Preface -- Chapter 1. Cross-Cultural Gamification: Understanding Design and User Experience in Different Cultural Contexts -- Chapter 2. Enhancing Student Authenticity and Engagement Through Gamification and Problem-Based Learning in Higher Education -- Chapter 3. Evaluation of Gamified Learning in Organizations: A Study Based on Evidence From Private Sector Organizations in India -- Chapter 4. Gamification as a Pedagogical Innovation in Architectural Education: A Literature Review -- Chapter 5. Gamification as a Pedagogical Tool in Geriatric Nursing: Engaging and Empowering Future Nurses -- Chapter 6. Gamification for Transformative Learning: Current Trends in 21st Century Education -- Chapter 7. Gamified Success: Best Practices, Challenges, and Solutions in Designing Gamified Experiences -- Chapter 8. Gamifying the Classroom by Mediation of Technological Innovations in Enhancing Student Engagement and Learning in Ethiopia -- Chapter 9. Rethinking History Teaching: A New Multiplayer Digital Games Platform to Overcome the Challenges of Engagement -- Chapter 10. Systemic Barriers and Support Mechanisms for Black Male Educators: A Review of Recent Evidence and Policy Implications -- Compilation of References -- About the Contributors -- Index. |
ctrlnum | (CaBNVSL)slc00007226 (OCoLC)1479494191 |
dewey-full | 658.406 |
dewey-hundreds | 600 - Technology (Applied sciences) |
dewey-ones | 658 - General management |
dewey-raw | 658.406 |
dewey-search | 658.406 |
dewey-sort | 3658.406 |
dewey-tens | 650 - Management and auxiliary services |
discipline | Wirtschaftswissenschaften |
format | Electronic eBook |
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genre | Electronic books. |
genre_facet | Electronic books. |
id | ZDB-98-IGB-00350258 |
illustrated | Not Illustrated |
indexdate | 2025-03-18T14:30:39Z |
institution | BVB |
isbn | 9798369383247 |
language | English |
oclc_num | 1479494191 |
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owner | DE-862 DE-BY-FWS DE-863 DE-BY-FWS |
owner_facet | DE-862 DE-BY-FWS DE-863 DE-BY-FWS |
physical | 18 PDFs (344 Seiten) Also available in print. |
psigel | ZDB-98-IGB FWS_PDA_IGB ZDB-98-IGB |
publishDate | 2025 |
publishDateSearch | 2025 |
publishDateSort | 2025 |
publisher | IGI Global |
record_format | marc |
series | Advances in media, entertainment, and the arts (AMEA) book series. |
series2 | Advances in media, entertainment, and the arts (AMEA) book series |
spelling | Enhancing engagement with gamification education, business, and healthcare perspectives Ricardo Marcão, Vasco Ribeiro Santos, editors. Hershey, Pennsylvania (701 E. Chocolate Avenue, Hershey, Pennsylvania, 17033, USA) IGI Global 2025. 18 PDFs (344 Seiten) text rdacontent electronic isbdmedia online resource rdacarrier Advances in media, entertainment, and the arts (AMEA) book series Includes bibliographical references and index. Foreword -- Preface -- Chapter 1. Cross-Cultural Gamification: Understanding Design and User Experience in Different Cultural Contexts -- Chapter 2. Enhancing Student Authenticity and Engagement Through Gamification and Problem-Based Learning in Higher Education -- Chapter 3. Evaluation of Gamified Learning in Organizations: A Study Based on Evidence From Private Sector Organizations in India -- Chapter 4. Gamification as a Pedagogical Innovation in Architectural Education: A Literature Review -- Chapter 5. Gamification as a Pedagogical Tool in Geriatric Nursing: Engaging and Empowering Future Nurses -- Chapter 6. Gamification for Transformative Learning: Current Trends in 21st Century Education -- Chapter 7. Gamified Success: Best Practices, Challenges, and Solutions in Designing Gamified Experiences -- Chapter 8. Gamifying the Classroom by Mediation of Technological Innovations in Enhancing Student Engagement and Learning in Ethiopia -- Chapter 9. Rethinking History Teaching: A New Multiplayer Digital Games Platform to Overcome the Challenges of Engagement -- Chapter 10. Systemic Barriers and Support Mechanisms for Black Male Educators: A Review of Recent Evidence and Policy Implications -- Compilation of References -- About the Contributors -- Index. Restricted to subscribers or individual electronic text purchasers. Enhancing Engagement With Gamification: Education, Business, and Healthcare Perspectives provides a comprehensive exploration of how gamification is being utilized across education, business, and healthcare sectors. Through a collection of theoretical insights, practical strategies, and real-world case studies, this book illustrates the transformative potential of gamification. Covering topics such as architectural education, geriatric nursing, and user experience, this book is an excellent resource for educators, business leaders, healthcare professionals, managers, human resources professionals, organizational development specialists, doctors, nurses, therapists, academicians, and more. Also available in print. Mode of access: World Wide Web. Description based on title screen (IGI Global, viewed 12/14/2024). Education Simulation methods. Games and technology. Gamification. Medical care. Simulation games in education. Technological innovations Management. Architectural Education. Educator Support. Engagement. Gamified Experiences. Geriatric Nursing. Higher Education. History Education. Multiplayer Digital Platforms. Organizational Learning. Pedagogical Innovation. Pedagogical Tools. Private Sector Organizations. Problem-Based Learning. Student Authenticity. User Experience. Electronic books. Marcão, Ricardo editor. Santos, Vasco Ribeiro editor. IGI Global, publisher. Print version: 9798369383223 Advances in media, entertainment, and the arts (AMEA) book series. |
spellingShingle | Enhancing engagement with gamification education, business, and healthcare perspectives Advances in media, entertainment, and the arts (AMEA) book series. Foreword -- Preface -- Chapter 1. Cross-Cultural Gamification: Understanding Design and User Experience in Different Cultural Contexts -- Chapter 2. Enhancing Student Authenticity and Engagement Through Gamification and Problem-Based Learning in Higher Education -- Chapter 3. Evaluation of Gamified Learning in Organizations: A Study Based on Evidence From Private Sector Organizations in India -- Chapter 4. Gamification as a Pedagogical Innovation in Architectural Education: A Literature Review -- Chapter 5. Gamification as a Pedagogical Tool in Geriatric Nursing: Engaging and Empowering Future Nurses -- Chapter 6. Gamification for Transformative Learning: Current Trends in 21st Century Education -- Chapter 7. Gamified Success: Best Practices, Challenges, and Solutions in Designing Gamified Experiences -- Chapter 8. Gamifying the Classroom by Mediation of Technological Innovations in Enhancing Student Engagement and Learning in Ethiopia -- Chapter 9. Rethinking History Teaching: A New Multiplayer Digital Games Platform to Overcome the Challenges of Engagement -- Chapter 10. Systemic Barriers and Support Mechanisms for Black Male Educators: A Review of Recent Evidence and Policy Implications -- Compilation of References -- About the Contributors -- Index. Education Simulation methods. Games and technology. Gamification. Medical care. Simulation games in education. Technological innovations Management. |
title | Enhancing engagement with gamification education, business, and healthcare perspectives |
title_auth | Enhancing engagement with gamification education, business, and healthcare perspectives |
title_exact_search | Enhancing engagement with gamification education, business, and healthcare perspectives |
title_full | Enhancing engagement with gamification education, business, and healthcare perspectives Ricardo Marcão, Vasco Ribeiro Santos, editors. |
title_fullStr | Enhancing engagement with gamification education, business, and healthcare perspectives Ricardo Marcão, Vasco Ribeiro Santos, editors. |
title_full_unstemmed | Enhancing engagement with gamification education, business, and healthcare perspectives Ricardo Marcão, Vasco Ribeiro Santos, editors. |
title_short | Enhancing engagement with gamification |
title_sort | enhancing engagement with gamification education business and healthcare perspectives |
title_sub | education, business, and healthcare perspectives |
topic | Education Simulation methods. Games and technology. Gamification. Medical care. Simulation games in education. Technological innovations Management. |
topic_facet | Education Simulation methods. Games and technology. Gamification. Medical care. Simulation games in education. Technological innovations Management. Electronic books. |
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