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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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This book brings together a diverse range of international scholars to highlight recent developments in research on collaborative learning. The emphasis is on research that has a strong evidence base for the work that is presented and includes empirical studies, best evidence synthesis of the relevant research, case studies, and theoretical reports. It also highlights how different technologies…
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Games are a natural activity?we all know how to play. Perhaps this is the key feature that explains the increase in the use of game-based learning (GBL) strategies: Applying games to education converts education into a universal activity. Over the last ten years, the way in which education and training is delivered has considerably changed, not only due to a new technologic environment?plenty o…
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In this era of rapid technological evolution, the landscape of education continually transforms. This compilation is a timely endeavor, capturing the intersection of technology and learning, a synergy pivotal for the future. This anthology, a mosaic of innovation and insight, beckons readers to witness the dawn of a transformative epoch in education.
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In this book, we introduce our research on success at work in a very broad sense. This research can be said to have begun during the fi rst years of this millennium. Adjunct Professor Uusiautti fi rst focused on work drive in nurses and midwives, expanding her analysis to Finnish Employees of the Year, while Professor M??tt? conducted her studies on love and human relationships. When our specif…
Karya Tulis Ilmiah
Penulisan makalah ini mengeksplorasi dan menganalisis urgensi Public Service Motivation (PSM) dalam konteks rekrutmen Calon Aparatur Sipil Negara (CASN) dengan sasaran akhir peningkatan pelayanan publik. PSM, sebagai konsep psikologis yang mencerminkan motivasi intrinsik individu untuk berkontribusi pada kepentingan masyarakat, menjadi aspek kunci dalam membangun pelayanan publik yang b…
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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…
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Generation Z (Gen Z) is the young generation born between the mid-1990s and 2010s. They are now entering the market and starting their first jobs. Therefore, managers must shape the company workplace environment to encourage young employees to work efficiently and connect their future with the company. Only then will both managers and employees share mutual satisfaction from collaboration and a…