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6. Learning from covid and working-from-home for innovation managers to be on the forefront of AI.

10. Using Learning Games to Meet Learning Objectives

11. Designing Well with Others : Using Customer’s Core Competencies When Co-designing Learning Games

12. The Rake and the X : Two Game-Based Approaches to Facilitate Cross-Disciplinary Classes in Higher Education

17. Group Processes in Learning Games for Adults

21. Fysisk kontra virtuel ledelse:Nærværende ledelse på distancen

23. Unpacking the Domains and Practices of Game-Oriented Learning

24. Students’ pondering:An educational challenge to the arts and humanities in a market-oriented education system

25. Editorial

26. Brug af spil i multidisciplinære læreprocesser:Fra primære til sekundære spilmekanikker

27. Learning Multidisciplinary Collaboration with Games:From Primary to Secondary Game Mechanics

28. Mellemlederes målstyringspraksis i et højt formaliseret performanceog målstyringssystem.

31. Challenges to Designing Game-Based Business

34. Designing well with others:Using customer's core competencies when co-designing learning games

36. The Rake and the X:Two game-based approaches to facilitate cross-disciplinary classes in higher education

37. Refitting existing simulations to meet with new learning objectives:From supply chain management to virtual collaboration

39. Extending the experiences of learning games:or why learning games should not be fun, educative or realistic

41. Liquidating roles and crystalising positions:the road between role and positioning theory

43. Games and Creativity Learning

46. On the Transmutation of Educational Role-Play.:A critical reframing to the Role-Play in Order to Meet the Educational Demands

48. Tema 1: Refitting existing simulations to meet with new learning objectives – from supply chain management to virtual collaboration

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