Results 111 to 120 of about 112,203 (231)
Training Competences in Industrial Risk Prevention with Lego® Serious Play®: A Case Study [PDF]
This paper proposes the use of the Lego® Serious Play® (LSP) methodology as a facilitating tool for the introduction of competences for Industrial Risk Prevention by engineering students from the industrial branch (electrical, electronic, mechanical and ...
Aguayo-González, Francisco +5 more
core
This study examined the barriers and facilitators to incorporating health‐related quality of life (HRQoL) assessment into routine paediatric radiation therapy practice from the perspectives of healthcare professionals. Key requirements for a digital patient‐reported outcome measure platform and recommendations for clinical implementation were ...
Mikaela Doig +9 more
wiley +1 more source
Acting authentically: Using play to cultivate authentic interrelating in role performance
Summary Research is increasingly demonstrating that authenticity and human connection are fundamental and interrelated human needs. However, organizational roles often constrain authenticity and connection in workplace interactions, especially roles that are highly scripted.
Lyndon E. Garrett
wiley +1 more source
Exploring Collaboration in Multiplayer Gamification: A Systematic Literature Review
This article is a systematic literature review that explores aspects of collaboration in the context of gamification in multiplayer gaming environments, highlighting the potential of gamification to increase engagement and intrinsic motivation in various
Heryanto +2 more
doaj +1 more source
Play On: The Use of Games in Libraries
The use of games in the library is a currently trending topic of discussion and writing in the Library and Information Science profession. Upon first consideration, gaming may seem to be irrelevant at best and a waste of time and resources at worst ...
Hill, Christa
core +1 more source
Promoting Fun or Competition? Testing Interventions on Ludic and Agonistic Work Design
ABSTRACT Research highlights the benefits of play‐at‐work, yet little is known about training employees to self‐initiate it. We tested two programs to train employees on designing work with elements of fun (ludic work design [LWD]) or competition (agonistic work design [AWD]).
Jan E. Walsken +2 more
wiley +1 more source
Using Gameplay Patterns to Gamify Learning Experiences [PDF]
Gamification refers to the use of gaming elements to enhance user experience and engagement in non-gaming systems. In this paper we report the design and implementation of two higher education courses in which ludic elements were used to enhance the ...
Fabricatore, Carlo, López, Ximena
core
ABSTRACT This article explores how the interaction between experiential learning and sensemaking helps organizations develop dynamic capabilities essential for maintaining a competitive advantage during turbulent planned changes. It clarifies the microprocesses through which leaders and teams sense, seize, and transform opportunities in emerging market
Adriana Locatelli Bertolini +2 more
wiley +1 more source
How to Conduct a Multi‐Domain Systematic (Literature) Review? Guidelines Using The Lotus Protocol
ABSTRACT Complex challenges increasingly demand multidisciplinary research across intersecting knowledge domains. However, existing systematic (literature) review protocols offer limited guidance and tend to confine scholars to single‐domain or single‐intersection reviews.
Bart J. A. van Bueren +6 more
wiley +1 more source
ABSTRACT In mobile game advertising, failure‐depicting advertisements, which intentionally showcase unsuccessful gameplay scenarios, have emerged as an unexpectedly effective promotional strategy. This study examines the psychological mechanisms underlying the effectiveness of fail advertisements, with particular attention to the emotional response of ...
Moon Joonhyun +3 more
wiley +1 more source

