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1. Identifying Challenges in Virtual Teams: A Case Study of Teamwork in a Game-Based Learning Environment

2. Organizing for Collaboration in Simulation-Based Environments: An Affordance Perspective

3. Going beyond Technological Affordances -- Assessing Organizational and Socio-Interactional Affordances

7. The Role of Instructional Activities for Collaboration in Simulation-Based Games

9. Advancing Acquisition of Business Know-How: Critical Learning Elements

14. Correction to: The Role of Instructional Activities for Collaboration in Simulation-Based Games

16. Formation of Novice Business Students' Mental Models through Simulation Gaming

18. The Effects of Computer-Simulation Game Training on Participants' Opinions on Leadership Styles

20. Learning Leadership Skills in a Simulated Business Environment

24. Power and Flow Experience in Time-Intensive Business Simulation Game

25. Perspective Making: Constructivism as a Meaning-Making Structure for Simulation Gaming

26. Foundation for Measuring Engagement in Educational Games

27. Applying an Authentic, Dynamic Learning Environment in Real World Business

29. Redesigning the Traditional Business Gaming Process: Aiming to Capture Business Process Authenticity

31. Generating Research Questions from Digital Trace Data: A Machine Learning Method for Discovering Patterns in a Dynamic Environment

32. Focus Group Report: Mobility and Education

34. Teaching Professional Communication in a Global Context: Using a Three-Phase Approach of Theory Exploration, Self-Assessment, and Virtual Simulation

37. Valmiuksia tulevaisuuden työelämään simulaatiopelioppimisen kautta

38. Power and flow experience in time-intensive business simulation game

39. Advancing acquisition of business know-how: critical learning elements

43. Theorizing on the treatment of time in simulation gaming

44. Customisation of industrial training through standardised databases and object-oriented development environments

45. Learn more, better and faster: computer-based simulation gaming of production and operations

47. Assessing the Potential Learning from Simulation Games.

48. Applying constructivist approach to educational business games: case RealGame

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

50. Didactic design for business games

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