"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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Carlos Filipe Portela went to the University of Minho in Guimarães, where he studied information system and obtained his degree in 2007 (Lic), 2009 (MSc) and 2013 (PhD). He holds a PhD in Information Systems and Technologies in 2013. He belongs to the Research Centre ALGORITMI where he is developing his post-doctoral research work in the topic "Pervasive Intelligent Decision Support Systems". His research was started in the INTCare R&D project (Intensive Medicine area) being then extended to education and public administration areas. He already has relevant indexed publications in the main research topics: Intelligent Decision Support Systems, Intelligent Systems, Pervasive Data, Business Intelligence, Data Mining and Knowledge Discovery. He has also been co-organizer of several workshops and reviewer of many indexed journals and conferences in these topics. Currently he also is an Invited Assistant Professor of the Information Systems Department, School of Engineering, University of Minho, Portugal, where he has been supervising several master students in the areas above mentioned and a Guest Lecturer in Porto Polytechnic - ESMAD. He is always in a continuing looking for opportunities to research and innovation in the society.
Ricardo Queirós holds a PhD on Computer Science and is an assistant professor of Computer Science at the Polytechnic Institute of Porto. He is also a researcher in the field of e-learning interoperability and programming languages learning at the Center for Research in Advanced Computing Systems (CRACS) research group of INESC TEC Porto. He is also the author of 5 books regarding Android development and has almost 100 scientific publications focused on computer science education.
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Zustand: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Synthesizes all the trends, best practices, methodologies, languages, and tools that are used to implement gamification. The book also discusses how to put gamification in action by linking academic and informatics researchers with professionals who use gam. Bestandsnummer des Verkäufers 514070731
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Taschenbuch. Zustand: Neu. Next-Generation Applications and Implementations of Gamification Systems | Filipe Portela (u. a.) | Taschenbuch | Kartoniert / Broschiert | Englisch | 2021 | Engineering Science Reference | EAN 9781799880905 | Verantwortliche Person für die EU: Libri GmbH, Europaallee 1, 36244 Bad Hersfeld, gpsr[at]libri[dot]de | Anbieter: preigu Print on Demand. Bestandsnummer des Verkäufers 120672235
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