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dc.contributor.authorBessant, John
dc.contributor.authorBreuer, Henning
dc.contributor.authorGudiksen, Sune
dc.date.accessioned2022-11-21T16:36:34Z
dc.date.available2022-11-21T16:36:34Z
dc.date.issued2022
dc.identifierONIX_20221121_9783110725582_148
dc.identifier.urihttps://library.oapen.org/handle/20.500.12657/59620
dc.description.abstractThis 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.
dc.languageEnglish
dc.subject.classificationthema EDItEUR::K Economics, Finance, Business and Management::KJ Business and Management::KJH Entrepreneurship / Start-upsen_US
dc.subject.otherGamification
dc.subject.otherGames in teaching and learning Innovation
dc.subject.otherEntrepreneurship
dc.subject.otherInnovation
dc.subject.othermanagement
dc.titleGamification for Innovators and Entrepreneurs
dc.title.alternativeUsing Games to Drive Innovation and Facilitate Learning
dc.typebook
oapen.identifier.doi10.1515/9783110725582
oapen.relation.isPublishedBy2b386f62-fc18-4108-bcf1-ade3ed4cf2f3
oapen.relation.isFundedBy3983007a-5726-4f1e-b9df-3fbc771f2916
oapen.relation.isbn9783110725582
oapen.relation.isbn9783110725544
oapen.relation.isbn9783110725667
oapen.imprintDe Gruyter
oapen.pages219
oapen.place.publicationBerlin/Boston
oapen.grant.number600947-EPP-1-2018-1-DE-EPPKA2-KA
oapen.grant.number621672-EPP-1-2020-1-DE-EPPKA2-K
oapen.grant.acronymGAMIFY
oapen.grant.acronymIMPACT


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