๐”– Scriptorium
โœฆ   LIBER   โœฆ

๐Ÿ“

Transforming Learning and IT Management through Gamification

โœ Scribed by Edmond C. Prakash, Madhusudan Rao (auth.)


Publisher
Springer International Publishing
Year
2015
Tongue
English
Leaves
131
Series
International Series on Computer Entertainment and Media Technology
Edition
1
Category
Library

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โœฆ Synopsis


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.

โœฆ Table of Contents


Front Matter....Pages i-xiii
Introduction....Pages 1-6
Issues Faced by IT Managers, Educators and Policy Makers....Pages 7-33
Introduction to Gamification....Pages 35-46
Introduction to Gamification in Enterprises....Pages 47-72
Gamification in Informal Education Environments: A Case Study....Pages 73-97
Gamification in Enterprise: A Case Study....Pages 99-102
How Gamification Helps Managers....Pages 103-112
Implementing a Gamification Solution....Pages 113-119

โœฆ Subjects


Information Systems and Communication Service; Management of Computing and Information Systems; Management/Business for Professionals


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