Please use this identifier to cite or link to this item: https://www.um.edu.mt/library/oar/handle/123456789/123839
Full metadata record
DC FieldValueLanguage
dc.contributor.authorBrøndum, Kristian-
dc.contributor.authorHänninen, Liisa Irene-
dc.contributor.authorNunez, Patricia-
dc.contributor.authorByrge, Christian-
dc.contributor.authorTang, Chaoying-
dc.contributor.authorDingli, Sandra M.-
dc.contributor.authorPulis Xerxen, Shirley-
dc.date.accessioned2024-06-21T07:14:37Z-
dc.date.available2024-06-21T07:14:37Z-
dc.date.issued2019-
dc.identifier.citationKristiansen, 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.en_GB
dc.identifier.issn23516186-
dc.identifier.urihttps://www.um.edu.mt/library/oar/handle/123456789/123839-
dc.description.abstractThis 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.en_GB
dc.language.isoenen_GB
dc.publisherVilniaus Kolegijaen_GB
dc.rightsinfo:eu-repo/semantics/openAccessen_GB
dc.subjectCreative abilityen_GB
dc.subjectCreative ability in businessen_GB
dc.subjectOrganizational behavioren_GB
dc.subjectArtificial intelligenceen_GB
dc.subjectEducational technologyen_GB
dc.subjectEducation -- Data processingen_GB
dc.titleOnline gamified training for business innovation : examining an embodied gamified e-learning module on creativityen_GB
dc.typearticleen_GB
dc.rights.holderThe copyright of this work belongs to the author(s)/publisher. The rights of this work are as defined by the appropriate Copyright Legislation or as modified by any successive legislation. Users may access this work and can make use of the information contained in accordance with the Copyright Legislation provided that the author must be properly acknowledged. Further distribution or reproduction in any format is prohibited without the prior permission of the copyright holder.en_GB
dc.description.reviewedpeer-revieweden_GB
dc.publication.titleJournal of Creativity and Business Innovationen_GB
Appears in Collections:Scholarly Works - InsDeB



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