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{{tmpObj[k].text}}Koleksi Perpustakaan
Games both as activities and as a basic educational tool are important not only from birth to death, but also from the beginnings of human society to the present day. This book describes some modern game approaches, procedures and algorithms, as well as the practical use of game theory and its development. The discipline of game theory deals mainly with types, description, algorithmization and …
Karya Tulis Ilmiah
Penelitian ini bertujuan untuk menganalisis pengaruh variabel learning organization dan knowledge sharing behavior terhadap innovation capability di organisasi publik. Pendekatan yang digunakan adalah kuantitatif, dengan pengumpulan data primer terhadap 209 Aparatur Sipil Negara pada 7 organisasi riset dan sekretariat Badan Riset dan Inovasi Nasional. Teknik pengolahan data menggunakan IBM SPSS…
Karya Tulis Ilmiah
Skripsi ini membahas tentang perbandingan implementasi learning organization pada dua instansi pemerintah yaitu Kementerian Keuangan dan Badan Kepegawaian Negara. Dasar perbandingan ini berdasarkankomponen LO dari Peter Senge dan Cummmings &Worley yaitupersonal mastery, mental models, shared vision, team learning, systems thinking, kepemimpinan, struktur organisasi, budaya organisasi, pengem…
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This book focuses on all the technologies involved in improving the teaching and learning process of some of the sensor-based IoT topics, such as virtual sensors, simulated data acquisition, virtual and remote labs for IoT sensing, gamification experiences and innovative teaching materials, among others. In particular, the articles inside the book show excellent works about hot topics, such as:…
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The book is the final report of the researches, discussions, conversations around and about the Project PRIN Employability & Competences which took place on March 9th-??11th, 2017 within an International Conference at the University of Florence. It was the final event of the project PRIN2012LATR9N which aims were: ?to design innovative programs for higher education, to promote personalized and …
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This reprint addresses the relationship between education and sustainability from various perspectives. The main issues discussed in the 12 collected papers are concerned with (1) the quality of education, (2) SDG policy and implementation, (3) education and societal development, (4) students? learning, and (5) global experience.
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The book presents a collection of chapters that focus on the design, use, and evaluation of games and the application of gamification processes in serious learning scenarios. This is clearly the way of the future, as those technologies are currently being used to change the way we explore, learn, and share our knowledge with others. The field will evolve in the near future with the use of new d…
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The use of educational games and gamification in teaching has been a global trend in educational research, and this reprint focuses on research related to the use of game-based learning or gamification in teaching. This reprint contains empirical studies and systematic reviews regarding the use of games in teaching, spanning many subject areas. It includes various gamification mechanisms, escap…
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Blended learning is not a new topic for educational research in Higher Education (HE). However, before the first wave of the Covid-19 pandemic, blended learning was studied by a "niche" of researchers and educators interested in technology integration in teaching and learning. It was not difficult to meet HE professionals who had never or only poorly reflected on the topic of how to integrate d…
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Like many national curricula around the world, South Africa?s curriculum is rich in environment and sustainability content. Despite this, environmental teaching and learning can be challenging for educators. This comes at a time when Sustainable Development Goal 4 via Target 4.7 requires governments to integrate Education for Sustainable Development into national education systems. Teaching and…