Overview
- Illustrates the significant benefits for IT managers and educators to use gamification as a powerful learning tool
- Provides successful case studies in Gamification that highlight practical tips techniques for effective IT management
- Presents solutions to existing challenges facing IT managers, educators and policy makers in enterprise, academia and government
Part of the book series: International Series on Computer, Entertainment and Media Technology (ISCEMT)
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About this book
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.
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Keywords
Table of contents (8 chapters)
Reviews
“This title is undoubtedly a valuable contribution to the literature in the field. Most of today’s enterprise IT managers will find many useful facts and answers on a game-oriented approach to everyday work tasks, improving employee motivation, innovation, and productivity using IT as a standard tool. … this book provides evidence for gamification’s ability to improve work culture, productivity, and success.” (F. J. Ruzic, Computing Reviews, March, 2016)
Authors and Affiliations
Bibliographic Information
Book Title: Transforming Learning and IT Management through Gamification
Authors: Edmond C. Prakash, Madhusudan Rao
Series Title: International Series on Computer, Entertainment and Media Technology
DOI: https://doi.org/10.1007/978-3-319-18699-3
Publisher: Springer Cham
eBook Packages: Computer Science, Computer Science (R0)
Copyright Information: The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG 2015
Hardcover ISBN: 978-3-319-18698-6Published: 19 August 2015
Softcover ISBN: 978-3-319-37120-7Published: 22 October 2016
eBook ISBN: 978-3-319-18699-3Published: 07 August 2015
Series ISSN: 2364-947X
Series E-ISSN: 2364-9488
Edition Number: 1
Number of Pages: XIII, 119
Number of Illustrations: 2 b/w illustrations, 22 illustrations in colour
Topics: Information Systems and Communication Service, Management of Computing and Information Systems, Management