Next-generation applications and implementations of gamification systems
Motivating sustainable recycling practices through persuasive technologies / Ricardo Santos -- Neurolearning : the use of gamified learning to increase engagement and learning outcomes / Cornelia Popescu, Elodie Attie, Laetitia Chadouteau -- Genre differences in soft skills perception and video game...
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Format: | UnknownFormat |
Sprache: | eng |
Veröffentlicht: |
Hershey, PA
IGI Global
2022
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Schriftenreihe: | Advances in human and social aspects to technology (AHSAT) book series
Premier reference source |
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Online Zugang: | Inhaltsverzeichnis |
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Zusammenfassung: | Motivating sustainable recycling practices through persuasive technologies / Ricardo Santos -- Neurolearning : the use of gamified learning to increase engagement and learning outcomes / Cornelia Popescu, Elodie Attie, Laetitia Chadouteau -- Genre differences in soft skills perception and video game usage in the University of Extremadura / Sergio Alloza Castillo, Flavio Escribano, Óscar Rodrigo González López, María Buenadicha Mateos -- Exploring the possibilities of artificial intelligence and big data techniques to enhance gamified financial services / María Pérez-Juárez, Javier Aguiar-Pérez, Miguel Alonso-Felipe, Javier Del-Pozo-Velázquez -- Using sentiment analytics to understand learner's experience in serious game / Linda William, Ruan Yang -- Strategy to implement gamification in LMS / Elena Somova, Mariya Gachkova -- Can artificial intelligence and big data improve gamified healthcare services and devices? / María Pérez-Juárez, Javier Aguiar-Pérez, Javier Del-Pozo-Velázquez, Miguel Alonso-Felipe -- Motivating sustainable recycling practices through persuasive technologies / Ricardo Santos, Armanda Rodrigues, Teresa Romão, Francisco Gouveia -- Petrha+, a serious game to enhance physiotherapy students' clinical reasoning / Rui Macedo, Claudia Silva, Bruno Albouy, Alejandro San Juan, Tiina Pystynen. "The main goal of this book is to show how to put gamification in action by linking academic and informatics researchers with professionals who use gamification in their day-a-day work to promote the cross-fertilization of gaming information and knowledge across professional and geographical boundaries, catalyzing the users engaging in several areas like education, healthcare, industry, among others"-- |
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Beschreibung: | Includes bibliographical references and index |
Beschreibung: | xxi, 281 Seiten Illustrationen, Diagramme |
ISBN: | 9781799880899 978-1-7998-8089-9 9781799880905 978-1-7998-8090-5 |