This book analyzes the use of gamification and design thinking in higher education, examining how both techniques can be combined and used together to promote motivation, engagement, and participation among students. Using two in-depth examples, the authors show that the introduction of a gamified design in a design thinking activity can be a powerful tool to enhance the experiences of students in the teaching-learning process of a subject; motivate participants in a design thinking activity in the university environment; and enhance skills such as creativity, critical thinking and problem-solving, and collaboration, widely demanded in the labor market. Further, they examine how gamification and design thinking in the educational field can enable both the motivation and engagement of students and promote behavioral changes that materialize as a boost in learning outcomes and academic performance. Providing valuable recommendations and insights into the analysis, design and development, and implementation and evaluation of gamified design thinking activities to be carried out in higher education, as well as examining relevant ethical issues, the book will appeal to scholars, researchers, academic faculty, and educators working in the field of higher education, and with interests in educational psychology and theories of learning.
Crowdsourcing is a means by which public interest is sought and leveraged to achieve specific goals, and this fascinating study highlights how the model has been used to challenge the effects of the COVID-19 pandemic. The book investigates what factors have encouraged the use of crowdsourcing during the pandemic, as well as those issues which have restricted its use. It is illustrated with four detailed case studies, covering the fields of education and health, demonstrating how crowdsourcing as a means of crisis management has, ultimately, been used to influence and develop public policy. A timely analysis of this emerging concept, the book will appeal to researchers and practitioners across health and social care, public policy and management, and the voluntary sector more generally.
This book analyzes the use of gamification and design thinking in higher education, examining how both techniques can be combined and used together to promote motivation, engagement, and participation among students. Using two in-depth examples, the authors show that the introduction of a gamified design in a design thinking activity can be a powerful tool to enhance the experiences of students in the teaching-learning process of a subject; motivate participants in a design thinking activity in the university environment; and enhance skills such as creativity, critical thinking and problem-solving, and collaboration, widely demanded in the labor market. Further, they examine how gamification and design thinking in the educational field can enable both the motivation and engagement of students and promote behavioral changes that materialize as a boost in learning outcomes and academic performance. Providing valuable recommendations and insights into the analysis, design and development, and implementation and evaluation of gamified design thinking activities to be carried out in higher education, as well as examining relevant ethical issues, the book will appeal to scholars, researchers, academic faculty, and educators working in the field of higher education, and with interests in educational psychology and theories of learning.
Crowdsourcing is a means by which public interest is sought and leveraged to achieve specific goals, and this fascinating study highlights how the model has been used to challenge the effects of the COVID-19 pandemic. The book investigates what factors have encouraged the use of crowdsourcing during the pandemic, as well as those issues which have restricted its use. It is illustrated with four detailed case studies, covering the fields of education and health, demonstrating how crowdsourcing as a means of crisis management has, ultimately, been used to influence and develop public policy. A timely analysis of this emerging concept, the book will appeal to researchers and practitioners across health and social care, public policy and management, and the voluntary sector more generally.
Gamification promotes digital transformation of society. Artificial intelligence facilitates the creation of digital experiences. Gamification and artificial intelligence boost business activity and economic growth. Gamification and artificial intelligence promote health and education during COVID-19.
Peter Lang Gmbh, Internationaler Verlag Der Wissenschaften
Published Date
ISBN 10
3631869878
ISBN 13
9783631869871
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