"This reference book considers the importance of gamification in the current learning environment and discusses the best practices, opportunities, and challenges of this innovative technology within an educational setting by covering a wide range of critical topics such as engagement, serious games, and escape rooms"--
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Oscar Bernardes holds a Ph.D. in management, since 2013. He worked as management consultant for several years, in several organizations (social, profitable, and governmental). He is Invited Professor at Polytechnic Institute of Porto (P.Porto), Portugal, where he has been lecturing courses in the following areas: entrepreneurship, innovation, marketing and general management. His research interests include entrepreneurship, gamification, innovation, and marketing.
Vanessa Amorim is a Business and Economics Ph.D. student at the University of Aveiro - Portugal. She has a master’s in Organizational Management - Specialization: Business Management and a Post-Graduation in Management Tools for Business Competitiveness from Institute Polytechnic of Porto - Portugal. Her main research interests are Innovation, Entrepreneurship, Marketing, and Business Management.
António Carrizo Moreira obtained a Bachelor’s degree in Electrical Engineering and a Master’s degree in Management, both from the University of Porto, Portugal. He received his Ph.D. in Management from the University of Manchester, England. He has a solid international background in industry leveraged working for a multinational company in Germany as well as in Portugal. He has also been involved in consultancy projects and research activities. He is an Associate Professor at the Department of Economics, Management, Industrial Engineering, and Tourism, University of Aveiro, Portugal, where he is the Director of the PhD program in Economics and Management Studies. He is member of GOVCOPP research unit.
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Gebunden. Zustand: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Comprehensive and timely, this is an essential reference source, building on the available literature in the field of gamification in global education systems. As gaming is increasingly present in our society and everyday lives as a form of leisure, it has . Bestandsnummer des Verkäufers 596670148
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Buch. Zustand: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - Gamification is an increasingly popular technology that has been utilized across a number of fields such as business, medicine, and education. As education continues to turn toward online teaching and learning, gamification is one of many new technologies that have been proven to assist educators in providing holistic and effective instruction. Additional research is required to ensure this technology is utilized appropriately within the classroom. The Handbook of Research on the Influence and Effectiveness of Gamification in Education considers the importance of gamification in the current learning environment and discusses the best practices, opportunities, and challenges of this innovative technology within an educational setting. Covering a wide range of critical topics such as engagement, serious games, and escape rooms, this major reference work is essential for policymakers, academicians, administrators, scholars, researchers, practitioners, instructors, and students. Bestandsnummer des Verkäufers 9781668442876
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