Results 81 to 90 of about 112,203 (231)
The Industry and Policy Context for Digital Games for Empowerment and Inclusion:Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification [PDF]
The effective use of digital games for empowerment and social inclusion (DGEI) of people and communities at risk of exclusion will be shaped by, and may influence the development of a range of sectors that supply products, services, technology and ...
Misuraca, Gianluca, Stewart, James
core +1 more source
ABSTRACT The apparel industry is one of the world's most profitable sectors but also among the most environmentally damaging. Growing sustainability pressures have led companies to adopt diverse strategies to reduce their impact, yet no single study has systematically analysed these approaches or their consumer implications.
Maria Leonor Ferreira +1 more
wiley +1 more source
ABSTRACT This study analyzed Industry 4.0 (I4.0) technology applications in agribusiness and the role of strategic stakeholders, engagement methods, and other critical aspects data sharing, confidentiality, integrity, decision‐making, and sector‐specific requirements in promoting circularity.
Simone Sehnem +3 more
wiley +1 more source
Gamification in medical education: identifying and prioritizing key elements through Delphi method
Background Gamification has gained popularity in medical education, but key elements have not been formally identified. This study aimed to generate and prioritize a list of key elements of gamification in medical education.Methods This study utilized a ...
Yung-Fu Wang +3 more
doaj +1 more source
Pros and cons gamification and gaming in classroom
The aim of the current work is to assess the challenges that gamification in education are facing nowadays. Benefits and disadvantages of using gamification in classroom are both discussed to offer a clearer view on the impact of using gamification ...
Furdu, Iulian +2 more
core +1 more source
Describe Innovative and Creative Approaches to On-The-Go Learning [PDF]
As the landscape of technology changes, businesses are seeking the best ways to incorporate on-the-go learning into educating employees. Recognizing this, when using mobile education for knowledge transfer it is beneficial to look at companies ...
Heppner, Sebastian, Hwang, Jae Man
core +1 more source
Consumer Mobile Phone Recycling Behaviour: A Systematic Review and Future Research Agenda
ABSTRACT Mobile phone recycling has received increasing attention from scholars and practitioners due to its environmental, social, and economic impacts. However, knowledge about consumer mobile phone (MP) recycling behaviour is fragmented, making it challenging to develop effective strategies to promote this behaviour. This study follows the Preferred
Xinru (Angie) Jiang +4 more
wiley +1 more source
Gamification is increasingly being adopted in education as a means to enhance student motivation. Compared to game-based learning (GBL), this approach is more suitable for use in the classroom as it does not require the development of specialised ...
Ana Vrcelj Božić +4 more
doaj +1 more source
ABSTRACT The fashion industry plays a key role towards global sustainability goals, yet remains among the most sustainability‐impacting sectors. Since 2020, several disruptions—including the Covid‐19 pandemic, geopolitical instability, and ambitious sustainability policies—have dramatically reshaped how consumers interact with fashion. In response, the
Chiara Marinelli
wiley +1 more source
Where Tech Meets the SDGs: A Supply‐Chain Process Map for Sustainability Management
ABSTRACT This study investigates how advanced technologies support Sustainable Development Goals (SDGs) within supply chain management (SCM) through a structured analysis of 4448 sustainable practices. By integrating perspectives from sustainability‐oriented innovation (SOI) and contingent dynamic capabilities, the research conceptualizes technology ...
Vincenzo Varriale +2 more
wiley +1 more source

