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Book details

Gamification: Using Gaming Technology for Achieving Goals (Digital and Information Literacy, 2)

Gamification: Using Gaming Technology for Achieving Goals (Digital and Information Literacy, 2)

Published in
2013
3.57
on Goodreads (7)

Description

The book 'Gamification: Using Gaming Technology for Achieving Goals' by Therese Shea explores the concept of gamification, which is the application of game-design elements and principles in non-game contexts. The book likely discusses how gamification can be used to enhance digital and information literacy by making learning more engaging and interactive. It may cover various aspects of gamification, including its psychological basis, design strategies, and real-world applications in education, business, and personal development. The book aims to provide readers with an understanding of how gaming technology can be leveraged to motivate individuals, improve user experience, and achieve various goals in both digital and real-world settings.
Age
10-13
Text complexity
proficient
Length
43 pages
Book in series
#2

Why to read

  • Understand the principles of gamification and how they can be applied to various aspects of life and business.
  • Learn about the psychological underpinnings of why gamification is effective in motivating and engaging people.
  • Discover real-world examples of how gamification has been successfully implemented to achieve goals in different industries.
  • Gain insights into how to design and implement gamification strategies in your own projects or organization.