000 03203nam a22005295i 4500
001 978-3-319-18699-3
003 DE-He213
005 20200421111200.0
007 cr nn 008mamaa
008 150807s2015 gw | s |||| 0|eng d
020 _a9783319186993
_9978-3-319-18699-3
024 7 _a10.1007/978-3-319-18699-3
_2doi
050 4 _aQA75.5-76.95
072 7 _aUT
_2bicssc
072 7 _aCOM069000
_2bisacsh
072 7 _aCOM032000
_2bisacsh
082 0 4 _a005.7
_223
100 1 _aPrakash, Edmond C.
_eauthor.
245 1 0 _aTransforming Learning and IT Management through Gamification
_h[electronic resource] /
_cby Edmond C. Prakash, Madhusudan Rao.
250 _a1st ed. 2015.
264 1 _aCham :
_bSpringer International Publishing :
_bImprint: Springer,
_c2015.
300 _aXIII, 119 p. 24 illus., 22 illus. in color.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 1 _aInternational Series on Computer Entertainment and Media Technology,
_x2364-947X
505 0 _aIntroduction -- 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 _aThis 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.
650 0 _aComputer science.
650 0 _aManagement.
650 0 _aComputers.
650 0 _aManagement information systems.
650 1 4 _aComputer Science.
650 2 4 _aInformation Systems and Communication Service.
650 2 4 _aManagement of Computing and Information Systems.
650 2 4 _aManagement.
700 1 _aRao, Madhusudan.
_eauthor.
710 2 _aSpringerLink (Online service)
773 0 _tSpringer eBooks
776 0 8 _iPrinted edition:
_z9783319186986
830 0 _aInternational Series on Computer Entertainment and Media Technology,
_x2364-947X
856 4 0 _uhttp://dx.doi.org/10.1007/978-3-319-18699-3
912 _aZDB-2-SCS
942 _cEBK
999 _c53762
_d53762