How might serious games trigger a transformation in project management education? : lessons learned from 10 years of experimentations
Year of publication: |
2022
|
---|---|
Authors: | Jaccard, Dominique ; Bonnier, Knut Erik ; Hellström, Magnus |
Published in: |
Project leadership and society. - Amsterdam : Elsevier, ISSN 2666-7215, ZDB-ID 3074715-6. - Vol. 3.2022, Art.-No. 100047, p. 1-9
|
Subject: | Project management | Education | Serious games | Digitalization | Pedagogical implementation | Pedagogical change | Teacher-students relationship | Projektmanagement | Führungskräfteentwicklung | Leadership development | Betriebswirtschaftsstudium | Graduate business education | Computerspiel | Video game | E-Learning | E-learning |
-
Can serious games improve project management decision making under complexity?
Rumeser, David, (2019)
-
An online project-based competency education approach to marketing education
Ye, Christine, (2017)
-
The future of "serious games" in accounting education : a Delphi study
Calabor, Mari Sol, (2019)
- More ...
-
Solution business models based on functional modularity : the case of complex capital goods
Hellström, Magnus, (2014)
-
Kulkov, Ignat, (2020)
-
Organising development processes : the case of product-service systems
Aas, Tor Helge, (2023)
- More ...