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...
| Language: | English |
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| Published: |
De Gruyter
2022
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| Online Access: | https://www.degruyter.com/isbn/9783110725582 |
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oapen-20.500.12657-59620 |
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dspace |
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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 |
| _version_ |
1771297506617982976 |