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Gamification for Innovators and Entrepreneurs: Using Games to Drive Innovation and Facilitate Learning

De Gruyter
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9783110725544
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ISBN13:
9783110725544
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Innovation matters - more than ever at this time of crisis. Economies depend on organizations continuing to provide new products, services and business models to grow their markets and adopting new processes in order to enhance productivity. Start-ups are seen as powerful engines of change, and as potential sources of future employment. The public sector institution faces similar challenges needing to cope with resource constraints and expanding demand, whilst the world of social innovation is driven by a desire to make the world a better place through new ideas. But innovation won't just happen - it requires skills and capabilities to enable and drive the process. The field of teaching and coaching innovation is wide and growing. It comes with the need to look at different approaches to delivering content and building such capabilities. Games and gamification are becoming increasingly popular approaches to facilitate learning across a wide range of subjects. Watch any child at play and you'll get a crash course reminder of the power of games as a way of learning. Structured play helps in many ways - for example facilitating 'safe' experimentation, generating shared experiences, training and rehearsing responses and enabling interactive exploration. Not surprisingly games have become an indispensable part of the toolkit used by innovation managers, teachers and coaches in a variety of settings. So can it be used to help people learn about and to manage innovation, and to develop their skills and capabilities in that field? And if so, how? What are the available approaches and why do they work? Which games work best under what conditions? Exploring these questions is the theme of this book. Our focus is on facilitating innovation and entrepreneurship (I&E) and the ways in which learning around this can be supported by the use of games. We have a strong background in both I&E and the use of games in learning support and the book draws particularly on a 3-year research programme involving a number of European universities and institutions together with companies like 3M, Lufthansa, Deutsche Telekom, Danske Bank and Generali Insurance. Contains a review of experiences in using games in this context, a typology of learning games and a model for introducing elements of games into existing and future course design. Extensive use of examples including games specifically designed within the context of the project and insights from these developments. It also provides signposting and links to a companion website containing a library of games for use in different situations. Offers the reader: an overview of the field an understanding of how games can work in the innovation/entrepreneurship space insight into how and where they might be used andguidance on how to access and configure games and how to develop them


  • | Author: Henning Breuer, John Bessant, Sune Gudiksen
  • | Publisher: De Gruyter
  • | Publication Date: Oct 03, 2022
  • | Number of Pages: 300 pages
  • | Language: English
  • | Binding: Paperback
  • | ISBN-10: 3110725541
  • | ISBN-13: 9783110725544
Author:
Henning Breuer, John Bessant, Sune Gudiksen
Publisher:
De Gruyter
Publication Date:
Oct 03, 2022
Number of pages:
300 pages
Language:
English
Binding:
Paperback
ISBN-10:
3110725541
ISBN-13:
9783110725544