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International Series on Computer Entertainment and Media Technology

Transforming Learning and IT Management through Gamification

Authors: Prakash, Edmond C., Rao, Madhusudan

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  • Illustrates the significant benefits for IT managers and educators  to use gamification as a powerful learning tool
  • Provides successful case studies in Gamification that highlight practical tips techniques for effective IT management
  • Presents solutions to existing challenges facing IT managers, educators and policy makers in enterprise, academia and government
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eBook 32,12 €
price for India (gross)
  • ISBN 978-3-319-18699-3
  • Digitally watermarked, DRM-free
  • Included format: EPUB, PDF
  • ebooks can be used on all reading devices
  • Immediate eBook download after purchase
Hardcover 44,99 €
price for India (gross)
  • ISBN 978-3-319-18698-6
  • Free shipping for individuals worldwide
  • Usually dispatched within 3 to 5 business days.
Softcover 39,99 €
price for India (gross)
  • ISBN 978-3-319-37120-7
  • Free shipping for individuals worldwide
  • Usually dispatched within 3 to 5 business days.
About this book

This 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.

Reviews

“This title is undoubtedly a valuable contribution to the literature in the field. Most of today’s enterprise IT managers will find many useful facts and answers on a game-oriented approach to everyday work tasks, improving employee motivation, innovation, and productivity using IT as a standard tool. … this book provides evidence for gamification’s ability to improve work culture, productivity, and success.” (F. J. Ruzic, Computing Reviews, March, 2016)


Table of contents (8 chapters)

Table of contents (8 chapters)

Buy this book

eBook 32,12 €
price for India (gross)
  • ISBN 978-3-319-18699-3
  • Digitally watermarked, DRM-free
  • Included format: EPUB, PDF
  • ebooks can be used on all reading devices
  • Immediate eBook download after purchase
Hardcover 44,99 €
price for India (gross)
  • ISBN 978-3-319-18698-6
  • Free shipping for individuals worldwide
  • Usually dispatched within 3 to 5 business days.
Softcover 39,99 €
price for India (gross)
  • ISBN 978-3-319-37120-7
  • Free shipping for individuals worldwide
  • Usually dispatched within 3 to 5 business days.
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Bibliographic Information

Bibliographic Information
Book Title
Transforming Learning and IT Management through Gamification
Authors
Series Title
International Series on Computer Entertainment and Media Technology
Copyright
2015
Publisher
Springer International Publishing
Copyright Holder
Springer International Publishing Switzerland
eBook ISBN
978-3-319-18699-3
DOI
10.1007/978-3-319-18699-3
Hardcover ISBN
978-3-319-18698-6
Softcover ISBN
978-3-319-37120-7
Series ISSN
2364-947X
Edition Number
1
Number of Pages
XIII, 119
Number of Illustrations
2 b/w illustrations, 22 illustrations in colour
Topics