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Innovation Games

for. Even if you ask them, they often can't explain what they want. Now, there's a breakthrough solution: Innovation Games. Drawing on his;

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Computer Games and Language Learning

technological innovation and development in the field of computer-assisted language learning, exploring relevant theories and providing practical;

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Design, Learning, and Innovation

Innovation, which took place in December 2020. Due to COVID-19 pandemic the conference was held virtually. The 14 revised full papers presented were;

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Gamification for Business

Gamification for Business shows how games and game-based design can be used to effectively tackle business challenges and improve;

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Knowledge Integration Dynamics

Since the 1990s, Japanese firms have sought to expand their capacity for innovation by incorporating Western management practices into;

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Games, Ideas and Activities for Primary PSHE

Games, Ideas and Activities for Primary PSHE provides a wealth of ready-made lesson ideas to supplement and support the teaching of PSHE;

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Innovation, Knowledge and Power in Organizations

argues for the significance of addressing the political games and power struggles enacted in managing innovation processes, which result from the;

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Innovation, Knowledge and Power in Organizations

argues for the significance of addressing the political games and power struggles enacted in managing innovation processes, which result from the;

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The Bingo Pinball War

entertainment innovation that pitted United engineer, Lyndon Durant and Bally's Don Hooker against each other in a battle royale to produce the best;

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Gamify Your Classroom

of best practices aggregated from interviews with experts in the field, including: James Paul Gee (Author, What Video Games Have to Teach Us about;

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Gamify Your Classroom: A Field Guide to Game-Based Learning

of best practices aggregated from interviews with experts in the field, including: James Paul Gee (Author, What Video Games Have to Teach Us about;

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Playing War

Naval War College as an agent of preparation and innovation and the war games as the instruments of that agency.;

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Big Book of Virtual Teambuilding Games

workplace can facilitate quicker decision making and reduced overhead. But the lack of face-to-face interaction can also impede trust, innovation;

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Innovation and Marketing in the Video Game Industry

Video games have had a greater impact on our society than almost any other leisure activity. They not only consume a large portion of our;

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Computer Games

of processing resources which allows improved visual fidelity of games, better potential fidelity of game simulation, and greater input fidelity owing;

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Digital Design

theory, generative design and creativity with examples from nature, art, architecture, industrial design, websites, animation and games, it;

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The Big Book of Leadership Games

A treasury of fun, simple games and activities to help you become a more effective leader and build a happier, more productive work;

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The Microeconomics of Complex Economies

useful, accessible approaches to real modern economies. It covers topics of information and innovation, including national and regional systems;

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Innovation in the Cultural and Creative Industries

Technological innovations, sociological and consumer trends, and growing internationalization are transforming the cultural and creative;

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Play. Learn. Innovate.

key for innovation he elegantly moves beyond the established norms in innovation literature. HS skillfully manages to avoid a dogmatic;

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Disney Stories

Disney Stories: Getting to Digital explores how Disney, the man and the company, used technological innovation to create characters and;

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Two Bit Circus and the Future of Entertainment

of downtown Los Angeles. This brief examines the ways they apply computer science to a wide variety of applications, including interactive games;

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Handbook of Game Theory

only covers work through the mid 1990s. Focuses on innovation in games and economic behavior Presents coherent summaries;

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Games 3

The newest volume in the best-selling Ideas Library is Games 3--a collection of more than 400 fun, creative, youth-group-tested games;

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For the Win: How Game Thinking Can Revolutionize Your Business

each day to play World of Warcraft, Farmville, Scrabble, and countless other games, generating billions in sales each year. The careful and;

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Technology, Information and Market Dynamics

choice of the optimal product range and the dynamics of capital accumulation and innovation are investigated. All of these aspects of the;

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Leading For Learning

How do schools compete with television, computer games, and the Internet to engage the hearts and minds of their students? Phil Schlechty;

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