Gamification: Using Gaming Technology for Achieving Goals | TheBookSeekers

Gamification: Using Gaming Technology for Achieving Goals


Digital and Information Literacy

No. of pages 48

Published: 2013

Great for age 7-10 years

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"Gamification: Using Gaming Technology for Achieving Goals" by Therese M. Shea explores how elements of game design can be applied to enhance engagement, motivation, and productivity in various settings. The book delves into the psychological principles behind gamification, demonstrating how incorporating game mechanics can motivate individuals to reach their personal and professional goals. Shea provides practical strategies and real-world examples, illustrating how gamification can transform mundane tasks into enjoyable challenges, ultimately leading to improved performance and satisfaction. It serves as a guide for educators, business leaders, and anyone interested in leveraging the power of play to achieve meaningful outcomes. [Generated by language model - please report any problems].

 

This book is part of a book series called Digital And Information Literacy .

This book has been graded for interest at 10-13 years.

There are 48 pages in this book. This book was published in 2013 by Rosen Central .

 

This book is in the following series:

Digital and Information Literacy