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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.classificationbic Book Industry Communication::K Economics, finance, business & management::KJ Business & management::KJH Entrepreneurship
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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