Transforming Learning and IT Management through Gamification (Record no. 53762)

000 -LEADER
fixed length control field 03203nam a22005295i 4500
001 - CONTROL NUMBER
control field 978-3-319-18699-3
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20200421111200.0
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 150807s2015 gw | s |||| 0|eng d
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
ISBN 9783319186993
-- 978-3-319-18699-3
082 04 - CLASSIFICATION NUMBER
Call Number 005.7
100 1# - AUTHOR NAME
Author Prakash, Edmond C.
245 10 - TITLE STATEMENT
Title Transforming Learning and IT Management through Gamification
250 ## - EDITION STATEMENT
Edition statement 1st ed. 2015.
300 ## - PHYSICAL DESCRIPTION
Number of Pages XIII, 119 p. 24 illus., 22 illus. in color.
490 1# - SERIES STATEMENT
Series statement International Series on Computer Entertainment and Media Technology,
505 0# - FORMATTED CONTENTS NOTE
Remark 2 Introduction -- Issues faced by IT Managers, Educators and Policy Makers -- Introduction to Gamification -- Introduction to Gamification in Enterprises -- Gamification in Informal Education environments: A Case Study -- Gamification in Enterprise: A Case Study -- How gamification helps Managers -- Implementing a gamification solution.
520 ## - SUMMARY, ETC.
Summary, etc This book explains how gamification, specifically enterprise gamification, can help mangers in multiple areas within an enterprise to improve attrition. Employee Engagement is an important component to foster employee relations with the organization. Gamification by its inherent design helps to increase engagement within an enterprise. Several successful case studies in Gamification are presented, which present new practical tips for Gamification for IT Management. By introducing general IT management concepts related to the specific environment managers work in, the authors then detail the benefits of introducing gamification in this very environment to resolve business issues. IT Managers, as well as HR professionals, Group Heads and Delivery Leaders will find this be a useful resource to understand how Gamification can improve their everyday work. The book can also be used as a reference for engaging learners and employees to improve their productivity in organizations.
700 1# - AUTHOR 2
Author 2 Rao, Madhusudan.
856 40 - ELECTRONIC LOCATION AND ACCESS
Uniform Resource Identifier http://dx.doi.org/10.1007/978-3-319-18699-3
942 ## - ADDED ENTRY ELEMENTS (KOHA)
Koha item type eBooks
264 #1 -
-- Cham :
-- Springer International Publishing :
-- Imprint: Springer,
-- 2015.
336 ## -
-- text
-- txt
-- rdacontent
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-- computer
-- c
-- rdamedia
338 ## -
-- online resource
-- cr
-- rdacarrier
347 ## -
-- text file
-- PDF
-- rda
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Computer science.
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Management.
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Computers.
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Management information systems.
650 14 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Computer Science.
650 24 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Information Systems and Communication Service.
650 24 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Management of Computing and Information Systems.
650 24 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Management.
830 #0 - SERIES ADDED ENTRY--UNIFORM TITLE
-- 2364-947X
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-- ZDB-2-SCS

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