Transforming Learning and IT Management through Gamification

Lieferzeit: Lieferbar innerhalb 14 Tagen

42,79 

International Series on Computer, Entertainment and Media Technology

ISBN: 3319371207
ISBN 13: 9783319371207
Autor: Prakash, Edmond C/Rao, Madhusudan
Verlag: Springer Verlag GmbH
Umfang: xiii, 119 S., 2 s/w Illustr., 22 farbige Illustr., 119 p. 24 illus., 22 illus. in color.
Erscheinungsdatum: 22.10.2016
Auflage: 1/2015
Produktform: Kartoniert
Einband: Kartoniert

Illustrates the significant benefits for IT managers and educators to use gamification as a powerful learning toolProvides successful case studies in Gamification that highlight practical tips techniques for effective IT managementPresents solutions to existing challenges facing IT managers, educators and policy makers in enterprise, academia and government

Artikelnummer: 2873890 Kategorie:

Beschreibung

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.

Herstellerkennzeichnung:


Springer Verlag GmbH
Tiergartenstr. 17
69121 Heidelberg
DE

E-Mail: juergen.hartmann@springer.com

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