WAYNE PARSONS POLITICAS PUBLICAS PDF

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Luis M. Es importante que se considere el impacto en el problema, lo que amerita un nuevo examen sobre la comunidad o sociedad objetivo. Serendipia: Experiencia positiva inesperada. Jugabilidad: Experiencias internas agradables de los usuarios respecto a un servicio en particular dentro de un contexto determinado. Consistencia: Transferencia de habilidades de la experiencia a otras situaciones, aumentando la confianza y el valor utilitario del servicio.

El modelo orientado al cliente definido por Vedung como el valor expresado por los deseos, expectativas, supuestos y objetivos de los clientes. Aunque dicho modelo sea preferentemente utilizado a nivel local Stufflebeam, Calidad del servicio: Grado de cumplimiento de las expectativas del ciudadano a largo plazo. Actitud global hacia un servicio. En los tres modelos analizados puede observarse su cumplimiento:. La consistencia en la experiencia del usuario es la transferencia de habilidades de la experiencia a otras situaciones.

En este caso, la aleatoriedad debe orientarse a beneficios extras para el usuario, recompensas inesperadas. Sistema de logros: Se emite una recompensa al completar una meta deseada. A nivel local: agrario, bienestar, cultura, deportes, empleo, patronato cultural, turismo, urbanismo y juventud. Fuente: Elaborada por los autores. En el modelo se visualiza al usuario como el eje central del proceso.

En convergencia con los objetivos planteados. Measuring user satisfaction from e-Government services: Llessons from Jordan. Government Information Quarterly , v. Not just videogames: gamification and its potential application to public services. Old wine in new bottles or novel challenges: a critical analysis of empirical studies of user experience.

Co-experience: user experience as interaction. CoDesign , v. Gamification for online communities: a case study for delivering government services.

International Journal of Cooperative Information Systems , v. Advanced standing revisited: Current status, structure, and issues. Journal of Teaching in Social Work , v.

Public Management Review , v. Enhancing MOOC with augmented reality, adaptive learning and gamification. Framing participatory evaluation. New Directions for Evaluation , v. Measuring service quality: a reexamination and extension.

The Journal of Marketing, v. CROW, Rosemarie et al. The measurement of satisfaction with healthcare: implications for practice from a systematic review of the literature.

Health Technol Assess , v. Unexpected but most welcome mixed methods for the validation and revision of the participatory evaluation measurement instrument. Journal of Mixed Methods Research, v. From game design elements to gamefulness: defining gamification. Designing gamification: creating gameful and playful experiences. Effects of smart appliances on residential consumption patterns.

Maximizing the policy impacts of public engagement: a European study. Research techniques for program planning, monitoring, and evaluation. New York: Columbia University Press, Driven to drive: designing gamification for a learner logbook smartphone application.

Elements of user experience : the user-centered design for the web and beyond. Nueva Jersey: Pearson Education, Move over anova: Progress in analyzing repeated-measures data andBits reflection in papers published in the archives of general psychiatry.

Archives of General Psychiatry , v. The thing and I: understanding the relationship between user and product. Houten: Springer Netherlands, User experience-a research agenda. A gamified online forum inspiring group intelligence distillation for policy making. JANG, Jinkyu et al.

Computers in Human Behavior , v. Research objectives for policy analysis. Public Policy Evaluation , v. Measuring the dynamics of remembered experience over time. Interacting with Computers , v. A critical review of the Delphi technique as a research methodology for nursing. International Journal of Nursing Studies , v. Newcastle: Cambridge Scholars Publishing, Design gamification at work: Designing engaging business software.

User experience, and usability. Health, learning, playing, cultural, and cross-cultural user experience. Lecture Notes Computer Sci , v. Casual social games as serious games: The psychology of gamification in undergraduate education and employee training.

Serious games and edutainment applications. Londres: Springer, Understanding, scoping and defining user experience: a survey approach. Designing for unexpected encounters with digital products: Case studies of serendipity as felt experience. International Journal of Design , v. Gamification of politics: start a new game! Teorija in Praksa , v. Mobile application for noise pollution monitoring through gamification techniques.

The maturing of gamification research. Computers in Human Behavior, v. Roles for evaluation in learning organizations. Evaluation , v. Mosips Agent-based model for predicting and simulating the impact of public policies on SMEs. Journal of Retailing , v. Reassessment of expectations as a comparison standard in measuring service quality: implications for further research. The Journal of Marketing , v. Journal of Service Research , v. PARK, Jaehyun et al.

Developing elements of user experience for mobile phones and services: survey, interview, and observation approaches. Public policy : an introduction to the theory and practice of policy analysis. Northampton: Edward Elgar, American public policy : Promise and performance. Washington: Cq Press, The Delphi technique: myths and realities.

Journal of Advanced Nursing , v. Empowerment and utilization through participatory evaluation. Nueva York: Cornell University, A global model for effective use and evaluation of e-learning in health.

Telemedicine and e-Health , v. Client-oriented evaluation of public agency effectiveness. Adaptive design: how to build an effective learning experience. Developing a comprehensive engagement framework of gamification for reflective learning.

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