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{{tmpObj[k].text}}Koleksi Perpustakaan
This book provides a research-based overview of the use of games to facilitate learning in innovation/entrepreneurship and draws on work in several European institutions and well-known companies. Also, it provides a review of experiences in using games, a typology and a model for introducing games into course design. Examples include games specifically designed and developed within the project …
Koleksi Perpustakaan
This book provides a research-based overview of the use of games to facilitate learning in innovation/entrepreneurship and draws on work in several European institutions and well-known companies. Also, it provides a review of experiences in using games, a typology and a model for introducing games into course design. Examples include games specifically designed and developed within the project …
Koleksi Perpustakaan
This book, entitled “Gamification and Advanced Technology to Enhance Motivation in Education”, contains an editorial and a collection of ten research articles that highlight the use of gamification and other advanced technologies as powerful tools for motivation during learning. Motivation is the driving force behind many human activities, especially learning. Motivated students are ready t…
Koleksi Perpustakaan
Working life is in a major transition. Furthermore, environmental, societal, and economic problems challenge human activities. The need to develop reliance and sustainability also through higher education is evident. It has been anticipated that emphasis on entrepreneurship competencies will be even stronger in the future. In this book, Entrepreneurial Education Strengthening Resilience, Societ…