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Gamification.
概要
作品:
15 作品在 13 項出版品 13 種語言
書目資訊
Actionable gamification : = beyond points, badges, and leaderboards /
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Open innovation business modeling = gamification and design thinking applications /
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Augmented reality games.. II,. The gamification of education, medicine and art
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Data analytics approaches in educational games and gamification systems
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Tailored gamification to educational technologies
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Gamification for tourism /
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Transforming society and organizations through gamification = from the sustainable development goals to inclusive workplaces /
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The effects of gamification on motivation and performance
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Gamification in a flipped classroom = pedagogical methods and best practices /
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Gamification for tourism
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Gamification and consumer engagement = creating value in context of ICT development /
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Recent advances in technologies for inclusive well-being = virtual patients, gamification and simulation /
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Gamification of electronic negotiation training
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The gamification of society
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Gamification design for educational contexts = theoretical and practical contributions /
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Design- Philosophy.
Small Business.
Business Strategy/Leadership.
Educational games.
Tourism- Marketing.
Sustainability Management.
Design- Social aspects.
Business and Management.
Technology and Digital Education.
Rehabilitation- Technological innovations.
Computational intelligence.
Biomedical Engineering and Bioengineering.
Nursing Education.
Organizational change.
Games- Social aspects.
Motivation (Psychology).
Video games.
Customer Relationship Management.
Negotiation in business- Computer-assisted instruction.
Didactics and Teaching Methodology.
Human engineering.
User-centered system design.
User Interfaces and Human Computer Interaction.
Health Informatics.
Educational technology.
Virtual reality.
Social change.
Employee Health and Wellbeing.
Augmented reality.
Game Development.
Nursing- Study and teaching.
Biomedical engineering.
Computational Intelligence.
Computer games- Social aspects.
Flipped classrooms.
Gamification.
Design- Human factors.
Design- Psychological aspects.
Electronic games- Design.
Educational Technology.
IT in Business.
Medical education.
Artificial Intelligence.
Corporate Social Responsibility.
Accounting/Auditing.
Digital Education and Educational Technology.
Technological innovations.
Innovation/Technology Management.
Consumer behavior.
Well-being- Technological innovations.
Computers and Education.
Artificial intelligence.
Medical Education.
Innovation and Technology Management.
Pedagogy.
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