Reiners Gamification in Education and Business

Gamification in Education and Business

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Beschreibung

This book is dedicated to applied gamification in the areas of education and business, while also covering pitfalls to avoid and guidelines needed to successfully implement for a project. Using different theoretical backgrounds from various areas including behavioral economics, game theory, and complex adaptive systems, the contributors aim to help readers avoid common problems and difficulties that they could face with poor implementation. The book’s contributors are scholars and academics from the many areas where the key theory of gamification typically comes from. Ultimately, the book’s goal is to help bring together the theories from these different disciplines to the field of practice in education and business.

The book is divided into four parts: Theory, Education, Business, and Use Cases. Part I provides a foundation on the theory of gamification and offers insight into some of the outstanding questions that have yet to be addressed. In Part II, the application and value that gamification can bring within the education sector is examined. The book then changes focus in Part III to spotlight the use of gamification within business environments. The topics also cover educational aspects like improved learning outcomes, motivation, and learning retention at the workplace. Finally Part IV concentrates on the applications and use of gamification through a series of case studies and key elements that are used in real situations to drive real results.


This book is dedicated to applied gamification in the areas of education and business, while also covering pitfalls to avoid and guidelines needed to successfully implement for a project. Using different theoretical backgrounds from various areas including behavioral economics, game theory, and complex adaptive systems, the contributors aim to help readers avoid common problems and difficulties that they could face with poor implementation. The book’s contributors are scholars and academics from the many areas where the key theory of gamification typically comes from. Ultimately, the book’s goal is to help bring together the theories from these different disciplines to the field of practice in education and business.

The book is divided into four parts: Theory, Education, Business, and Use Cases. Part I provides a foundation on the theory of gamification and offers insight into some of the outstanding questions that have yet to be addressed. In Part II, the application and value that gamification can bring within the education sector is examined. The book then changes focus in Part III to spotlight the use of gamification within business environments. The topics also cover educational aspects like improved learning outcomes, motivation, and learning retention at the workplace. Finally Part IV concentrates on the applications and use of gamification through a series of case studies and key elements that are used in real situations to drive real results.


Presents a concrete guideline for implementation and a strong theoretical basis to properly implement gamification technology Includes chapters covering the “dark side” of gamification and how to solve problems with implemented systems Offers case studies that demonstrate applied gamification; covering pitfalls and guidelines to successful implement a project? Includes supplementary material: sn.pub/extras

Autor*in

Torsten Reiners

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“This book will occupy an honored place in our school’s professional development library for teachers and administrators. Gamification is a veritable goldmine of material for teacher training sessions. … Gamification offers a plethora of evidence, again, provided by worldwide experts. If a teacher or administrator still has questions regarding the effectiveness of gamification, somewhere within this book’s 700+ pages there’s bound to be an adequate answer.” (David W. Deeds, Technology, Knowledge and Learning, Vol. 21, 2016)


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Details

ISBN: 9783319102085
Verlag: Springer International Publishing
Erscheinung: 22.11.2014

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