Please use this identifier to cite or link to this item: https://www.um.edu.mt/library/oar/handle/123456789/123839
Title: Online gamified training for business innovation : examining an embodied gamified e-learning module on creativity
Authors: Brøndum, Kristian
Hänninen, Liisa Irene
Nunez, Patricia
Byrge, Christian
Tang, Chaoying
Dingli, Sandra M.
Pulis Xerxen, Shirley
Keywords: Creative ability
Creative ability in business
Organizational behavior
Artificial intelligence
Educational technology
Education -- Data processing
Issue Date: 2019
Publisher: Vilniaus Kolegija
Citation: Kristiansen, K. B., Hänninen, L. I., Gómez, P. N., Byrge, C., Tang, C., Dingli, S., & Xerxen, S. P. (2019). Online Gamified Training for Business Innovation: Examining an Embodied Gamified E-learning Module on Creativity. Journal of Creativity and Business Innovation, 5, 62-75.
Abstract: This article examines the use of a novel method of delivery of creativity training: a gamified embodied e-learning module for teaching the creative skills fundamental for practical business innovation. The e-module “Academy for Creativity” is examined as an out-of-class study activity for creativity training using interviews with focus groups of students, questionnaires on a larger group of students and individual interviews with teachers. The results reveal embodied gamified e-learning on creativity as a potential for increasing student motivation and engagement as well as a potential for advancing and increasing focus and student time spent on the deliberate practice of creativity as part of business innovation studies. The results also present recommendations for how to implement embodied gamified e-learning on creativity as a natural part of classes on business innovation.
URI: https://www.um.edu.mt/library/oar/handle/123456789/123839
ISSN: 23516186
Appears in Collections:Scholarly Works - InsDeB



Items in OAR@UM are protected by copyright, with all rights reserved, unless otherwise indicated.