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T. Reiners and L. Wood (eds): Gamification in Education and Business

T. Reiners and L. Wood (eds): Gamification in Education and Business Tech Know Learn (2016) 21:401–402 DOI 10.1007/s10758-015-9255-7 BOOK REVIEW T. Reiners and L. Wood (eds): Gamification in Education and Business Springer International Publishing, Switzerland, 2015. DOI:10.1007/978-3-319-10208-5 David W. Deeds Published online: 24 April 2015 Springer Science+Business Media Dordrecht 2015 Dr. Torsten Reiners, Senior Lecturer in Logistics at Curtin University and Director of the Logistics Research Cluster, is interested in using emerging technologies to advance au- thenticity and immersion in education. He has participated in multiple projects about creating 3D spaces for learning support, using the newest gadgets available to educators. In addition, he is a dedicated gamer with the hope that students will be as passionate about learning and knowledge as they are exploring fantasy worlds. Dr. Lincoln C. Wood, Senior Lecturer in Operations and Supply Chain Management at Auckland University of Technology, is the project Co-Leader on a competitive grant from the Australian Office of Learning and Teaching (www.ndive-project.com), researching effective supply chain education. Lincoln is using active games in the classroom to explain the complexity of real-world scenarios and to engage students in exploratory learning. Together these distinguished educators have co-edited Gamification in education and business, a thorough summary of recent and current research conducted in the http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png "Technology, Knowledge and Learning" Springer Journals

T. Reiners and L. Wood (eds): Gamification in Education and Business

"Technology, Knowledge and Learning" , Volume 21 (3) – Apr 24, 2015

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Publisher
Springer Journals
Copyright
Copyright © 2015 by Springer Science+Business Media Dordrecht
Subject
Education; Learning & Instruction; Mathematics Education; Educational Technology; Science Education; Arts Education
ISSN
2211-1662
eISSN
2211-1670
DOI
10.1007/s10758-015-9255-7
Publisher site
See Article on Publisher Site

Abstract

Tech Know Learn (2016) 21:401–402 DOI 10.1007/s10758-015-9255-7 BOOK REVIEW T. Reiners and L. Wood (eds): Gamification in Education and Business Springer International Publishing, Switzerland, 2015. DOI:10.1007/978-3-319-10208-5 David W. Deeds Published online: 24 April 2015 Springer Science+Business Media Dordrecht 2015 Dr. Torsten Reiners, Senior Lecturer in Logistics at Curtin University and Director of the Logistics Research Cluster, is interested in using emerging technologies to advance au- thenticity and immersion in education. He has participated in multiple projects about creating 3D spaces for learning support, using the newest gadgets available to educators. In addition, he is a dedicated gamer with the hope that students will be as passionate about learning and knowledge as they are exploring fantasy worlds. Dr. Lincoln C. Wood, Senior Lecturer in Operations and Supply Chain Management at Auckland University of Technology, is the project Co-Leader on a competitive grant from the Australian Office of Learning and Teaching (www.ndive-project.com), researching effective supply chain education. Lincoln is using active games in the classroom to explain the complexity of real-world scenarios and to engage students in exploratory learning. Together these distinguished educators have co-edited Gamification in education and business, a thorough summary of recent and current research conducted in the

Journal

"Technology, Knowledge and Learning"Springer Journals

Published: Apr 24, 2015

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