9783110725582.pdf

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 i...

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Γλώσσα:English
Έκδοση: De Gruyter 2022
Διαθέσιμο Online:https://www.degruyter.com/isbn/9783110725582
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spelling oapen-20.500.12657-596202022-11-22T03:32:37Z Gamification for Innovators and Entrepreneurs Bessant, John Breuer, Henning Gudiksen, Sune Gamification Games in teaching and learning Innovation Entrepreneurship Innovation management bic Book Industry Communication::K Economics, finance, business & management::KJ Business & management::KJH Entrepreneurship 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 plus signpost links to an online library of games. 2022-11-21T16:36:34Z 2022-11-21T16:36:34Z 2022 book ONIX_20221121_9783110725582_148 9783110725582 9783110725544 9783110725667 https://library.oapen.org/handle/20.500.12657/59620 eng application/pdf Attribution-NonCommercial-NoDerivatives 4.0 International 9783110725582.pdf https://www.degruyter.com/isbn/9783110725582 De Gruyter De Gruyter 10.1515/9783110725582 10.1515/9783110725582 2b386f62-fc18-4108-bcf1-ade3ed4cf2f3 3983007a-5726-4f1e-b9df-3fbc771f2916 9783110725582 9783110725544 9783110725667 De Gruyter 219 Berlin/Boston 600947-EPP-1-2018-1-DE-EPPKA2-KA 621672-EPP-1-2020-1-DE-EPPKA2-K European Commission European Union open access
institution OAPEN
collection DSpace
language English
description 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 plus signpost links to an online library of games.
title 9783110725582.pdf
spellingShingle 9783110725582.pdf
title_short 9783110725582.pdf
title_full 9783110725582.pdf
title_fullStr 9783110725582.pdf
title_full_unstemmed 9783110725582.pdf
title_sort 9783110725582.pdf
publisher De Gruyter
publishDate 2022
url https://www.degruyter.com/isbn/9783110725582
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