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"gamification"
(으)로 146개의 도서가 검색 되었습니다.
Gamification
| KS OmniScriptum Publishing
85,100원 | 20251026 | 9786209169014
Motiver les eleves a apprendre dans une ecole TEIP (Territoire educatif d'intervention prioritaire) est parfois un probleme aggrave par les caracteristiques de l'environnement social et physique, qui se refletent egalement dans le comportement des eleves. Une facon possible de faire la difference est de proposer des activites qui plaisent aux eleves, qui repondent a leurs attentes, tout en restant toujours axees sur les objectifs d'apprentissage.
가격비교
Gamification
| KS OmniScriptum Publishing
85,100원 | 20251026 | 9786209166457
Die Motivation der Schuler zum Lernen in einer TEIP-Schule (Territorio Educativo de Intervencao Prioritaria, Bildungsgebiet mit vorrangiger Intervention) ist aufgrund der sozialen und physischen Merkmale des Umfelds, die sich auch im Verhalten der Schuler widerspiegeln, manchmal ein verscharftes Problem. Eine Moglichkeit, etwas zu verandern, besteht darin, Aktivitaten anzubieten, die den Schulern gefallen, ihren Erwartungen entsprechen und dabei stets die Lernziele im Blick behalten.
가격비교
Gamification
| KS OmniScriptum Publishing
85,100원 | 20251026 | 9786209143427
Motivare gli studenti all'apprendimento in una scuola TEIP (Territorio Educativo di Intervento Prioritario) e talvolta un problema aggravato dalle caratteristiche dell'ambiente sociale e fisico circostante, che si riflette anche nel comportamento degli studenti. Un modo possibile per fare la differenza e proporre attivita che piacciano agli studenti, soddisfacendo le loro aspettative, concentrandosi sempre sugli obiettivi di apprendimento.
가격비교
Gamification
| KS OmniScriptum Publishing
85,100원 | 20251026 | 9786209145988
Motivating students to learn in a TEIP (Priority Intervention Educational Territory) school is sometimes a problem aggravated by the characteristics of the surrounding social and physical environment, which is also reflected in the students' behavior. One possible way to make a difference is to propose activities that students enjoy, meeting their expectations, while always focusing on learning objectives.
가격비교
Gamification (Playing for Profits)
| Chris Collins Inc.
46,150원 | 20200521 | 9781733394543
Today more than ever, companies large and small are using game-based learning to generate and improve employee motivation. In fact, 87% of employees from just about every industry say Gamification makes them more productive workers.The explosion of Gamification is why noted “turnaround” specialist and sales trainer Chris Collins has written, Gamification: Playing for Profits.
가격비교
Gamification Made Simple (A Guide for Higher Education Professionals)
| Bloomsbury Publishing PLC
166,500원 | 20260108 | 9798881802844
Gamification Made Simple: A Guide for Higher Education Professionals is designed to be a practical, approachable, and experience-driven resource for instructors who may be new to the concept of gamification or are already experimenting with game-based learning. Written by educators from different disciplines-special education and speech-language pathology-the book includes the perspectives of game designers, game players, and game masters.
가격비교
Gamification (A Motivational Tool for Achieving Serious Tasks)
| KS OmniScriptum Publishing
107,300원 | 20140902 | 9783639786194
How do you get a six-year old to remember the multiplication table or a third grader to remember the geographical points of a country? One suggestion could be, incorporating games into activities that are not so fun to do. Games have for centuries been a part of human past-times where we partook in them on either professional or amateur planes. However, in recent times the essence of games has been enhanced in other aspects of our lives such as in education.
가격비교
Gamification in Education (turning religious education into a game)
| KS OmniScriptum Publishing
85,100원 | 20250315 | 9786208744953
In today's society, immersed in digital culture, new technologies present themselves to educational and pedagogical use in a challenging way, promising better process efficiency and teaching effectiveness. As an example, "gamification" is a resource that uses the language of games to enable the apprehension of content and stimulate a continuous and lasting relationship with the topics covered. Research into and use of gamification applied to education has therefore been frequent.
가격비교
Level Up (Gamification in Pharma Marketing)
| BSP Books Pvt. LTD.
46,150원 | 20260401 | 9789347311079
How Playful Innovation is Reshaping Engagement in HealthcareIn an era where attention is the new currency and motivation the rarest commodity, pharmaceutical marketing faces a quiet crisis: disengaged patients, overwhelmed physicians, and sales reps lost in a sea of static training. Yet, beneath the surface of missed doses and unread emails, a solution has emerged, not from the pages of pharma manuals, but from the worlds of play, psychology, and behavior design.
가격비교
Gamification in der Bildung (Religiose Bildung wird zum Spiel)
| KS OmniScriptum Publishing
85,100원 | 20250315 | 9786208744915
In der heutigen Gesellschaft, die in eine digitale Kultur eingetaucht ist, stellen neue Technologien eine Herausforderung fur die padagogische Nutzung dar und versprechen eine bessere Effizienz der Prozesse und des Unterrichts. Gamification" beispielsweise ist ein Mittel, das die Sprache der Spiele nutzt, um das Verstandnis von Inhalten zu ermoglichen und eine kontinuierliche und dauerhafte Beziehung zu den behandelten Themen zu fordern.
가격비교
Marketing and Gamification (Applications, Challenges, and Ethics)
| Routledge
311,200원 | 20241028 | 9781032694177
In this book, international academicians and researchers will discuss the influence and potential of gamification on marketing management dynamics.
가격비교
Gamification nell’educazione (trasformare l’educazione religiosa in un gioco)
| KS OmniScriptum Publishing
85,100원 | 20250315 | 9786208744946
Nella societa odierna, immersa nella cultura digitale, le nuove tecnologie si presentano all'uso educativo e pedagogico in modo stimolante, promettendo una migliore efficienza dei processi e un'efficacia didattica. La "gamification", ad esempio, e una risorsa che utilizza il linguaggio dei giochi per consentire l'apprendimento dei contenuti e stimolare un rapporto continuo e duraturo con gli argomenti trattati.
가격비교
Gamification 소셜게임 (모든 비즈니스를 게임화하라)
존 라도프 | 에이콘출판
0원 | 20111209 | 9788960772519
게임 개발자를 위한 「에이콘 게임 개발 프로그래밍」 제12권 『Gamification & 소셜게임』. 소셜게임의 설계 과정을 중심으로 설명한다. 소셜게임 개발과 운영에 대한 실무 지식에서부터 포괄적으로는 심리학, 사회학, 그리고 문학 등 다양한 분야를 넘나들면서 우리가 게임에 사로잡히는 근본적 이유를 파헤치고자 시도한다. 아울러 게임의 마법을 적용하여 비즈니스를 변화시키는 기법을 알려주고 있다. 21세기 새로운 핵심 미디어인 게임을 이해하고자 하는 사람들에게 좋은 참고서가 되어줄 것이다.
가격비교
Gamification-Modell fur KMUs
| Verlag Unser Wissen
122,100원 | 20240910 | 9786208067793
Gamification konnte eine nutzliche Marketingtechnik sein, die den Einsatz von Spielelementen und Design in realen Kontexten beinhaltet. In diesem Buch geht es darum, die Vorteile zu verstehen, die sich fur Unternehmen ergeben konnen, die Gamification-Techniken einsetzen, um sinnvolle Erfahrungen und Beziehungen mit Marken und ihren Zielmarkten zu entwickeln. Dieser Ansatz bietet sowohl den Nutzern als auch den Unternehmen einen Mehrwert, indem er ihr Engagement erhoht.
가격비교
Gamification and Industry 4.0 (Gamified Smart Manufacturing)
| Routledge
113,720원 | 20241105 | 9781032524795
Gamification and Industry 4.0 looks at how the transformative shift of production and manufacturing opens up for gamified experiences in the work place.
가격비교
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