Tools and Methods for Gamification and E Participation

Tools and Methods for Gamification and E Participation
Author: Khaled Tamzini,Anissa Ben Hassine
Publsiher: Unknown
Total Pages: 135
Release: 2021-10
Genre: Electronic Book
ISBN: 1799897699

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Gamification Concepts Methodologies Tools and Applications

Gamification  Concepts  Methodologies  Tools  and Applications
Author: Management Association, Information Resources
Publsiher: IGI Global
Total Pages: 2211
Release: 2015-03-31
Genre: Computers
ISBN: 9781466682016

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Serious games provide a unique opportunity to engage students more fully than traditional teaching approaches. Understanding the best way to utilize games and play in an educational setting is imperative for effectual learning in the twenty-first century. Gamification: Concepts, Methodologies, Tools, and Applications investigates the use of games in education, both inside and outside of the classroom, and how this field once thought to be detrimental to student learning can be used to augment more formal models. This four-volume reference work is a premier source for educators, administrators, software designers, and all stakeholders in all levels of education.

Organizational Gamification

Organizational Gamification
Author: Mikko Vesa
Publsiher: Routledge
Total Pages: 258
Release: 2021-02-25
Genre: Business & Economics
ISBN: 9781000351057

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This edited volume presents an interdisciplinary collection of texts that examine the practice of gamification, the use of game design elements in non-game contexts, specifically as an organization and management research problem. As we travel deeper into the twenty-first century, it is becoming increasingly clear the late modernity is re defining its take on games and play. Following what has been termed a general ludification or playification of society, corporations are beginning to see games and play as resources rather than as a wasteful practice. We are witnessing the emergence of the practice of gamificiation with the intention of mobilizing play’s motivational power for capitalist production. This book outlines both the essential "how tos" and also critically explores their links to diverse strands of organization theory such as institutionalism, business ethics, critical theory and organizational behavior. Gamification research has been mostly conducted within disciplines such as information studies, game studies and information systems science. This is a paradoxical state of affairs; whilst gamification aims at being a transformative intervention in work processes and practices and is being deployed as such by practitioners. This book will be of value to researchers, academics and students interested in management and organization studies.

Electronic Participation

Electronic Participation
Author: Peter Parycek,Yannis Charalabidis,Andrei V. Chugunov,Panos Panagiotopoulos,Theresa A. Pardo,Øystein Sæbø,Efthimios Tambouris
Publsiher: Springer
Total Pages: 169
Release: 2017-08-24
Genre: Computers
ISBN: 9783319643229

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This book constitutes the proceedings of the 9th IFIP WG 8.5 International Conference on Electronic Participation, ePart 2017, held in St. Petersburg, Russia, in September 2017.The 11 revised full papers presented in this book were carefully reviewed and selected from 14 submissions. The papers reflect completed multi-disciplinary research ranging from policy analysis and conceptual modeling to programming and visualization of simulation models. They are organized in four topical threads: methodological issues in e-participation; e-participation implementations; policy modeling and policy informatics; critical reflections.

CeDEM15

CeDEM15
Author: Parycek, Peter ,Edelmann, Noella
Publsiher: MV-Verlag
Total Pages: 452
Release: 2015
Genre: Electronic Book
ISBN: 9783902505699

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Smart Education and e Learning 2016

Smart Education and e Learning 2016
Author: Vladimir L. Uskov,Robert J. Howlett,Lakhmi C. Jain
Publsiher: Springer
Total Pages: 643
Release: 2016-06-13
Genre: Technology & Engineering
ISBN: 9783319396903

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This book contains the contributions presented at the 3rd international KES conference on Smart Education and Smart e-Learning, which took place in Puerto de la Cruz, Tenerife, Spain, June 15-17, 2016. It contains a total of 56 peer-reviewed book chapters that are grouped into several parts: Part 1 - Smart University: Conceptual Modeling, Part 2 – Smart Education: Research and Case Studies, Part 3 – Smart e-Learning, Part 4 – Smart Education: Software and Hardware Systems, and Part 5 – Smart Technology as a Resource to Improve Education and Professional Training. We believe that the book will serve as a useful source of research data and valuable information for faculty, scholars, Ph.D. students, administrators, and practitioners - those who are interested in innovative areas of smart education and smart e-learning.

Citizen Responsive Urban E Planning Recent Developments and Critical Perspectives

Citizen Responsive Urban E Planning  Recent Developments and Critical Perspectives
Author: Silva, Carlos Nunes
Publsiher: IGI Global
Total Pages: 409
Release: 2020-04-17
Genre: Political Science
ISBN: 9781799840190

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Among the many ways the world has changed in recent decades, using technology for city planning has become one of the most innovative. Using new, pioneering methods that are reshaping the world into a more efficient and effective society has become the new reality. Citizen-Responsive Urban E-Planning: Recent Developments and Critical Perspectives is a collection of innovative research that presents and discusses various perspectives on facets of citizen engagement in open urban policy processes, all of them based on the widespread use of information and communication technologies in the field of urban/spatial planning. The book offers an updated outline of recent advances in this field as well as a critical perspective of the challenges with which citizen e-participation in urban e-planning is confronted. While highlighting topics including smart ecosystems, urban development, and global intelligence, this book is ideally designed for urban planners, IT consultants, government officials, policymakers, academicians, researchers, students, and industry professionals.

Participant Trustworthiness Analysis In The Game Based Urban Planning Processes By PROMETHEE mGQNN Approach

Participant Trustworthiness Analysis In The Game Based Urban Planning Processes By PROMETHEE mGQNN Approach
Author: Romualdas Baušys,Ingrida Leščauskienė, Rokas Semėnas
Publsiher: Infinite Study
Total Pages: 14
Release: 2024
Genre: Mathematics
ISBN: 9182736450XXX

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Serious games together with the gamified and the game-based surveys (GBS), offer an engaging way to increase citizens’ participation in urban planning projects. However, there is always the risk of untrustworthy participants, which can decrease the overall reliability of the game-based research. Trustworthiness analysis is a highly challenging task since the neuropsychology of the GBS respondents and the infinite amount of their possible in-game actions causes many uncertainties in the data analysis. The novel MCDM approach PROMETHEE-mGqNN (PROMETHEE under m-generalised q-neutrosophic numbers) is proposed in this paper as the solution to the described problem. Five criteria that might be automatically calculated from the in-game data are proposed to construct the decision matrix to identify the untrustworthy respondents. The game-based survey “Parkis” developed to assess the safety and attractiveness of the urban public park “Missionary Garden” (Vilnius, Lithuania) is proposed as the case study of this research