Journal articles on the topic 'Interactive business game'
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Исаева, Наталия, Nataliya V. Isaeva, Ирина Чирич, and Irina V. Chirich. "Business game as a means of stimulating cognitive activity and a method of forming students’ professional competence." Universities for Tourism and Service Association Bulletin 11, no. 3 (2017): 56–63. http://dx.doi.org/10.22412/1999-5644-11-3-6.
Full textKreps, T. V. "Business games as a component of interactive learning in a tourist college." Scientific bulletin of the Southern Institute of Management, no. 4 (January 28, 2020): 124–28. http://dx.doi.org/10.31775/2305-3100-2019-4-124-128.
Full textChaves, Ligia Gizely, and Robson Antônio Tavares Costa. "Using business games in administration teaching: A case study of the entrepreneurial Matrix Game." Concilium 24, no. 13 (2024): 269–91. http://dx.doi.org/10.53660/clm-3749-24n22.
Full textMuntian, O. V., M. A. Goray, V. L. Muntian, M. M. Shinkaruk-Dykovytska, and T. O. Tepla. "Introduction of interactive teaching methods in the doctors–dentists training." Reports of Vinnytsia National Medical University 22, no. 4 (2018): 691–95. http://dx.doi.org/10.31393/reports-vnmedical-2018-22(4)-21.
Full textKopyshynska, Oksana. "Implementation of interactive teaching methods in the teaching of forestry disciplines." Scientific Journals of the International Academy of Applied Sciences in Lomza 94, no. 2 (2024): 58–64. https://doi.org/10.58246/emj41h96.
Full textRR Ella Evrita H, S.E, M.M, RR Ella Evrita H, S. E. M. M. "INDUSTRI KREATIF PADA FENOMENA GAME ONLINE." Profilm Jurnal Ilmiah Ilmu Perfilman dan Pertelevisian 2, no. 1 (2025): 70–84. https://doi.org/10.56849/jpf.v2i1.25.
Full textKupriyanov, A. Yu. "Business game as an interactive and debatable method of teaching law." Право и государство: теория и практика, no. 8 (2022): 21–24. http://dx.doi.org/10.47643/1815-1337_2022_8_21.
Full textMamchur, I. "Socio-psychological bases of senior pupils' gaming activity - essential precondition of their self-knowledge." Fundamental and applied researches in practice of leading scientific schools 30, no. 6 (2018): 50–54. http://dx.doi.org/10.33531/farplss.2018.6.07.
Full textKatalevsky, Dmitry. "Simulation games in business education: the experience of business simulation "Startup: the Limits to Growth"." Artificial societies 17, no. 3 (2022): 0. http://dx.doi.org/10.18254/s207751800021241-4.
Full textДюков, В. П. "BROWSER-BASED COMPUTER BUSINESS GAME AS AN INTERACTIVE LEARNING ENVIRONMENT FOR MANAGERS." Market economy: modern management theory and practice 19, no. 1(44) (2020): 255–69. http://dx.doi.org/10.18524/2413-9998.2020.1(44).198368.
Full textChandra, Adhi Nugroho, and Yohannes Kurniawan. "A Study of Factor Affecting the Software Application Development in Indonesian Creative Industry." ComTech: Computer, Mathematics and Engineering Applications 6, no. 2 (2015): 309. http://dx.doi.org/10.21512/comtech.v6i2.2275.
Full textSazen, Noorie. "Online Training and Reporting: Natural Resource Governance Institute." International Journal of Advanced Corporate Learning (iJAC) 12, no. 2 (2019): 63. http://dx.doi.org/10.3991/ijac.v12i2.11705.
Full textKozhedub, О., О. Sokolina, М. Syrytsya, and К. Kalyshenko. "Features of using interactive teaching methods in training of future military psychologusts." Visnyk Taras Shevchenko National University of Kyiv. Military-Special Sciences, no. 4 (52) (2022): 5–8. http://dx.doi.org/10.17721/1728-2217.2022.52.5-8.
Full textKiryanova, Olga, and Anna Nemtseva. "Methodological Foundation for the Organization and Conduct of the Business Game Aimed at University Students in Art History Classes." Bulletin of Baikal State University 32, no. 1 (2022): 153–60. http://dx.doi.org/10.17150/2500-2759.2022.32(1).153-160.
Full textStefany, Stella, Ling Mei Cong, Jessica Helmi, and Rickman Roedavan. "Integrating Learning and Serious Game Design: The Development and Application of the Learning and Game Integration (LGI) Framework using the ‘Blackout’ Serious Game." European Conference on Games Based Learning 18, no. 1 (2024): 971–80. http://dx.doi.org/10.34190/ecgbl.18.1.2717.
Full textMohamad Saad, Mohamad Zaki, Shafinah Kamarudin, Zuraini Zukiffly, and Siti Soleha Zuaimi. "Interactive Success: Empowering Young Minds through Games-Based Learning at NADI PPR Intan Baiduri." Progress in Computers and Learning 2, no. 1 (2025): 29–39. https://doi.org/10.37934/picl.2.1.2939.
Full textOkhrimenko, Elena, and Evgenia Radygina. "Education: innovative approaches and sustainable development in modern world." E3S Web of Conferences 296 (2021): 08027. http://dx.doi.org/10.1051/e3sconf/202129608027.
Full textZolotova, E. V., and E. A. Gushchina. "Estimating Efficiency of Interactive Teaching Technologies in Education Process." Vestnik of the Plekhanov Russian University of Economics, no. 5 (October 1, 2024): 19–25. http://dx.doi.org/10.21686/2413-2829-2024-5-19-25.
Full textMarcos, Sonia, and Blanca López-García. "Boardcraft: Learning the Art of Strategic Decision-Making Card by Card." European Conference on Games Based Learning 18, no. 1 (2024): 1038–42. http://dx.doi.org/10.34190/ecgbl.18.1.2646.
Full textLisauskaite, Valentina Vlado. "Implementation of game technologies as a form of interactive technique of teaching Master's disciplines." Современное образование, no. 1 (January 2021): 50–58. http://dx.doi.org/10.25136/2409-8736.2021.1.35145.
Full textNuraini, Sri, Rezaki Rezaki, Arita Marini, Julius Sagita, Desy Safitri, and Siti Gomo Attas. "Games-Based Interactive Multimedia to Increase Student Creativity in Physical Education Course." Global Journal of Information Technology: Emerging Technologies 13, no. 2 (2023): 144–55. http://dx.doi.org/10.18844/gjit.v13i2.9137.
Full textNikolaeva, M. A., and L. V. Kartasheva. "Business games in teaching commodity science disciplines." Tovaroved prodovolstvennykh tovarov (Commodity specialist of food products), no. 2 (February 15, 2025): 117–24. https://doi.org/10.33920/igt-01-2502-10.
Full textTazouti, Yassine, Siham Boulaknadel, and Youssef Fakhri. "ImALeG: A Serious Game for Amazigh Language Learning." International Journal of Emerging Technologies in Learning (iJET) 14, no. 18 (2019): 28. http://dx.doi.org/10.3991/ijet.v14i18.10854.
Full textDobson, Michael W., and Daniel Ha. "Exploring interactive stories in an HIV/AIDS learning game: HEALTHSIMNET." Simulation & Gaming 39, no. 1 (2007): 39–63. http://dx.doi.org/10.1177/1046878107308093.
Full textYang, Hong, Yimei Hu, Han Qiao, Shouyang Wang, and Feng Jiang. "Conflicts between business and government in bike sharing system." International Journal of Conflict Management 31, no. 3 (2020): 463–87. http://dx.doi.org/10.1108/ijcma-10-2019-0191.
Full textSantoso, Cahyono Budy, Rifaa Khairunnisa, Mutia Rachma, and Seibah Humayyah. "Implementasi Data Warehouse dan Business Intelligence untuk Pemantauan dan Analisis Penjualan Game." TeknoIS : Jurnal Ilmiah Teknologi Informasi dan Sains 15, no. 1 (2025): 40–50. https://doi.org/10.36350/jbs.v15i1.303.
Full textChristopoulos, Athanasios, and Stylianos Mystakidis. "Gamification in Education." Encyclopedia 3, no. 4 (2023): 1223–43. http://dx.doi.org/10.3390/encyclopedia3040089.
Full textTur, O. M. "METHODS OF FORMING THE COMMUNICATIVE COMPETENCE OF STUDENTS AS AN IMPORTANT CONDITION FOR THE EFFECTIVE PRESENTATION OF SCIENTIFIC AND RESEARCH ACTIVITIES." Scientific Notes of Junior Academy of Sciences of Ukraine, no. 2(27) (2023): 80–87. http://dx.doi.org/10.51707/2618-0529-2023-27-09.
Full textDIXON, GORDON, and PETER KARBOULONIS. "DEVELOPMENT AND MARKETING OF INTERACTIVE ENTERTAINMENT SOFTWARE." Journal of Enterprising Culture 08, no. 04 (2000): 411–36. http://dx.doi.org/10.1142/s0218495800000218.
Full textSetiadi, Teguh, and Febriyanti Darnis. "Implementasi Game RPG Sebagai Media Edukasi Keterampilan Kewirausahaan Berbasis Mobile." Jurnal Teknologi Informasi dan Terapan 10, no. 1 (2023): 51–57. http://dx.doi.org/10.25047/jtit.v10i1.318.
Full textMoiseienko, Volodymyr, Liliana Belymenko, and Evhen Bushmakin. "Cognitive and Axiological Aspects of Interactive Show Programmes in the Context of Creative Challenges of Our Time." Bulletin of Kyiv National University of Culture and Arts. Series in Stage Art 5, no. 2 (2022): 100–107. https://doi.org/10.31866/2616-759X.5.2.2022.266517.
Full textRichards, Russell, and Shakira Moss. "Sustainable Sip: Learning Concepts Of Business Sustainability Through A Hybrid Game." European Conference on Games Based Learning 18, no. 1 (2024): 705–14. http://dx.doi.org/10.34190/ecgbl.18.1.2668.
Full textKhosiin, Khamam. "Game Online: Ancaman ‘Candu Digital’." Syntax Idea 4, no. 12 (2022): 1786. http://dx.doi.org/10.36418/syntax-idea.v4i12.2100.
Full textKhosiin, Khamam. "Game Online: Ancaman ‘Candu Digital’." Syntax Idea 4, no. 12 (2022): 1786–95. http://dx.doi.org/10.46799/syntax-idea.v4i12.2100.
Full textKondur, Oksana. "GAMIFICATION AS A TOOL FOR INCREASING THE EFFICIENCY OF PROFESSIONAL TRAINING IN HIGHER EDUCATION." Mountain School of Ukrainian Carpaty, no. 27 (November 1, 2022): 100–104. http://dx.doi.org/10.15330/msuc.2022.27.100-104.
Full textTukaeva, Olga E. "The use of modern technologies in teaching foreign languages at non-linguistic faculties of a pedagogical university." Samara Journal of Science 12, no. 2 (2023): 322–25. http://dx.doi.org/10.55355/snv2023122320.
Full textDolinsky, Martin, and Stephan Maier. "Market-based Approach in Shift from Linear Economy Towards Circular Economy Supported by Game Theory Analysis." Creative and Knowledge Society 5, no. 2 (2015): 1–10. http://dx.doi.org/10.1515/cks-2015-0009.
Full textLytvynenko, Ye V., and Y. V. Tverdokhlib. "Problems of copyright protection for gaming content." Analytical and Comparative Jurisprudence, no. 5 (October 12, 2024): 188–92. http://dx.doi.org/10.24144/2788-6018.2024.05.29.
Full textMizyuk, Bohdan, and Yuriy Myronov. "THE INTERACTIVE APPROACH TO THE TOURISM SPECIALISTS’ TRAINING." Educational Analytics of Ukraine, no. 5 (2022): 80–91. http://dx.doi.org/10.32987/2617-8532-2022-5-80-91.
Full textAinagul, Daniyarova. "Application of interactive methods when giving a practical lesson (seminar) in the process of studying the history of Kazakhstan." Bulletin of the Karaganda university History.Philosophy series 117, no. 1 (2025): 102–10. https://doi.org/10.31489/2025hph1/102-110.
Full textYaacob, Aizan, Mathevan Narayanan, Mohammad Yousef Alsaraireh, Yulianeta Yulianeta, Haniza MdHussin, and Ina Suryani. "Effectiveness of Taboo Word Game on Augmenting Business Vocabulary Competency Through Reflective Action Research." Arab World English Journal 15, no. 4 (2024): 267–81. https://doi.org/10.24093/awej/vol15no4.17.
Full textNeset, Tina-Simone, Sirkku Juhola, Lotten Wiréhn, et al. "Supporting Dialogue and Analysis on Trade-Offs in Climate Adaptation Research With the Maladaptation Game." Simulation & Gaming 51, no. 3 (2020): 378–99. http://dx.doi.org/10.1177/1046878120904393.
Full textZhang, Qizhou. "Analysis of Microsoft’s Acquisition of Activision Blizzard Base on Precedent Transaction Analysiss." Highlights in Business, Economics and Management 19 (November 2, 2023): 502–8. http://dx.doi.org/10.54097/hbem.v19i.11990.
Full textMuhsen, Hani, Adib Allahham, Ala’aldeen Al-Halhouli, Mohammed Al-Mahmodi, Asma Alkhraibat, and Musab Hamdan. "Business Model of Peer-to-Peer Energy Trading: A Review of Literature." Sustainability 14, no. 3 (2022): 1616. http://dx.doi.org/10.3390/su14031616.
Full textПаудяль, Надежда, Nadezhda Paudyal, Лариса Филиндаш, and Larisa Filindash. "Game innovative techniques in professional orientation work of the teacher." Services in Russia and abroad 9, no. 2 (2015): 0. http://dx.doi.org/10.12737/11895.
Full textGANGOPADHYAY, PARTHA. "COMPETITIVE TAX EVASION AND TRANSFER PRICES." International Game Theory Review 09, no. 02 (2007): 347–51. http://dx.doi.org/10.1142/s0219198907001448.
Full textChernykh, O. N., and V. A. Burlachenko. "WAYS OF OPTIMIZING THE STUDY OF HYDROTECHNICAL DISCIPLINES BY STUDENTS OF THE DIRECTION OF NATURAL “DEVELOPMENT AND WATER USE”." Vestnik scientific and methodological council in environmental engineering and water management, no. 23 (2021): 18–25. http://dx.doi.org/10.26897/2618-8732-2021-23-18-25.
Full textBurkhanova, Leyla. "FEATURES OF TEACHING THE MODULE «CIVIL LAW» WITH THE USE OF INTERACTIVE AND INNOVATIVE METHODS ON THE TOPIC «PROPERTY TRUST MANAGEMENT AGREEMENT»." Review of Law Sciences 5, no. 1 (2021): 37–55. http://dx.doi.org/10.51788/tsul.rols.2021.5.1./bqfj6436.
Full textAmbacher, Thorben, Marius Cziriak, Georg Dorn, et al. "Attraktive Finanzbildung für junge Menschen mit CashCoach." Wirtschaftsdienst 103, no. 12 (2023): 850–55. http://dx.doi.org/10.2478/wd-2023-0231.
Full textParantika, Asep, Cecep Rukendi, Suci Sandi Wachyuni, and Kadek Wiweka. "Thematic Trends of Café Board Games and Their Impact on Consumers Intention to Visit." Jurnal Kepariwisataan Indonesia: Jurnal Penelitian dan Pengembangan Kepariwisataan Indonesia 19, no. 1 (2025): 15–32. https://doi.org/10.47608/jki.v19i12025.15-32.
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