To see the other types of publications on this topic, follow the link: Interactive business game.

Journal articles on the topic 'Interactive business game'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the top 50 journal articles for your research on the topic 'Interactive business game.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Browse journal articles on a wide variety of disciplines and organise your bibliography correctly.

1

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 text
Abstract:
Today interactive methods are increasingly used along with traditional teaching methods in higher education. The use of interactive technologies contributes to the active involvement of students in the learning process, promotes the awakening of their cognitive and creative initiative, forms their teamwork skills, ensures the formation of critical thinking, analysis and self-analysis skills, and promotes the development of students' communicative competencies, including those related to future professional activities. Practical exercises in the format of business or role playing games
APA, Harvard, Vancouver, ISO, and other styles
2

Kreps, 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 text
Abstract:
This article discusses the possibilities and practical value of using such an interactive learning method as a business game. Business game is one of the methods of activation creative activity for students and implementation of professional-game tasks in the educational process. The methodical purpose of the business game is mainly to train skills, as well as to find strategies for solving a professional problem.The article discusses the possibilities of using group business games such as brainstorming and the project method when studying the discipline “Sales technology and promotion of tour
APA, Harvard, Vancouver, ISO, and other styles
3

Chaves, 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 text
Abstract:
Business games, also known as business simulation games, are educational tools used in teaching business administration that simulate real-life business scenarios. They provide a controlled environment for students to practice decision-making, problem-solving, and critical thinking skills in a risk-free environment. In this article we applied the Entrepreneurial Matrix Company Game to a sample group of undergraduate business students. This game is a learning methodology that simulates the step-by-step creation of a new business model in a controlled environment. It is an interactive tool that
APA, Harvard, Vancouver, ISO, and other styles
4

Muntian, 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 text
Abstract:
The aim of the work is to evaluate the effectiveness of the “Business Game” method in shaping the skills of a future dentist among students of the 5th year of the dental faculty. The main part of the article includes the experience of using the method of “Business Game” at the Department of Therapeutic Dentistry at National Pirogov Memorial Medical University, Vinnytsya, which facilitates the formation of professional skills and abilities of the future dentist in conditions that are as close as possible to practical health care, stimulates active participation of students in collective collabo
APA, Harvard, Vancouver, ISO, and other styles
5

Kopyshynska, 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 text
Abstract:
The introduction of interactive methods of training (business game) in the educational process in the teaching of forestry disciplines in the specialty 205 Forestry (OPP "Forestry") in the Malyn Applied College is highlighted. Conducting a lesson in the form of a business game will increase the motivation of cognitive activity of educational applicants, will form the need for self-study, self-development, the ability to self-identify in educational activities.
APA, Harvard, Vancouver, ISO, and other styles
6

RR 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 text
Abstract:
The creative economy is an economic era that prioritizes creativity to create higher added value or benefits and is driven by the creative industry, in which there is a group of interactive games. Method The research was conducted using a qualitative method, which in principle is a review that plans to understand the tricks experienced by the subject. Based on the objectives, the development of interactive games for the 2015–2019 period will focus on interactive games with the following objectives: 1). Educational, 2). Advertising, 3). Serious games, 4). Casual games. What is happening now is
APA, Harvard, Vancouver, ISO, and other styles
7

Kupriyanov, 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 text
APA, Harvard, Vancouver, ISO, and other styles
8

Mamchur, 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 text
Abstract:
The article specifies that socio-psychological peculiarities of senior pupils' gaming activity became apparent through the interaction of its participants, the organization of a certain community of individuals, the formalization of a collective entity, which is characterized by integrity and ability to function jointly; determined the necessity of using interactive role-playing games in the educational process; first, on the basis of theoretical, applied aspects of the psychological phenomenon of business game, the preconditions for self-knowledge by senior pupils through game activity are de
APA, Harvard, Vancouver, ISO, and other styles
9

Katalevsky, 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 text
Abstract:
The article reveals how simulations can be used in the teaching of management disciplines. Despite the high demand from students for interactive teaching methods, simulation games are still of a limited use in business education. This is largely due to the lack of high-quality simulation games, especially considering unique domestic simulations. The article reviews the author’s experience of teaching of “Startup: Limits to Growth” Simulation Game based on the agent approach to modeling in business education. By reviewing the outcomes of many simulation sessions, we analyze the key strategies o
APA, Harvard, Vancouver, ISO, and other styles
10

Дюков, 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 text
APA, Harvard, Vancouver, ISO, and other styles
11

Chandra, 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 text
Abstract:
The creative industries promising opportunities, especially the interactive game business. creative industries is still undeveloped, but lately has been showing its contribution to the economic development of Indonesia. Implementation of the Information and Communication Technology (ICT) strategy is a new discourse that can provide great opportunities for the entrepreneurial. This study aims to reveal the level of implementation of ICT strategies, the role of government influence on the development of business, industry conditions as well as the existing value chain in the interactive games in
APA, Harvard, Vancouver, ISO, and other styles
12

Sazen, 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 text
Abstract:
<p class="0abstract">Winner of the IELA E-Learning Award Business Division 2019, Petronia is an innovative game-based learning experience designed by Saffron Interactive for the Natural Resource Governance Institute.</p>
APA, Harvard, Vancouver, ISO, and other styles
13

Kozhedub, 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 text
Abstract:
The authors of the article reveal the methodological features of the use of interactive teaching methods, which are the most popular among teachers when organizing and conducting training sessions with future military psychologists. The article states that the situation of a full-scale russion invasion of the territory of Ukraine requires the teachers of a higher military educational institution to use optimal ways of their militaryprofessional training during training of future psychologists. These are the ways of interactive teaching methods. Thus, the method of analyzing a specific situatio
APA, Harvard, Vancouver, ISO, and other styles
14

Kiryanova, 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 text
Abstract:
The development of new teaching methods is an important condition that increases the universal and professional competence of future professionals, which in turn accelerates the process of postgraduate adaptation in the professional communities of culture and art. The aim of the study is to develop methodological principles and techniques for effective teaching of art students. The article reevaluates the fundamental techniques of higher education, focusing on the role of a teacher and student in this process. As a result, we provided a theoretical summary of the experience of teaching discipl
APA, Harvard, Vancouver, ISO, and other styles
15

Stefany, 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 text
Abstract:
Serious games are increasingly recognised as effective educational tools capable of simulating complex scenarios that traditional methods cannot replicate. This paper introduces the Learning and Game Integration (LGI) Framework, designed to seamlessly integrate educational content with interactive game design. Utilising the “Blackout” serious game, which simulates real world complex problem, this study demonstrates how the LGI Framework can be utilised as learning intervention to enhance learning by teaching Design Thinking to university students. The framework consists of four stages: Educati
APA, Harvard, Vancouver, ISO, and other styles
16

Mohamad 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 text
Abstract:
This study explores the transformative potential of game-based learning (GBL) as a pedagogical approach to enhance youth entrepreneurship education, specifically focusing on the "Store Manager: My Supermarket" simulation game. Conducted in the National Information Dissemination Centre (NADI) PPR Intan Baiduri, Kepong, Malaysia, the research targeted 20 young participants aged 10 to 12, investigating how GBL can foster critical thinking, entrepreneurial skills, and learner engagement. The findings reveal that 80% of participants experienced substantial improvements in their understanding of bus
APA, Harvard, Vancouver, ISO, and other styles
17

Okhrimenko, 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 text
Abstract:
In the article, the authors consider problems related to the professional mobility of students, outline and analyze innovative teaching methods used in the educational process. Features of modern technologies used in the educational process are identified and presented; active methods of training and modeling are determined and discussed, efficiency of training technologies is investigated. Special attention is paid to the study of interactive forms of students’ training. The authors present the results of deep analysis of approaches used in the educational process, within the framework of whi
APA, Harvard, Vancouver, ISO, and other styles
18

Zolotova, 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 text
Abstract:
The article provides a list of interactive technologies, which can be used in education process on economic subjects and studies key approaches to identifying interactive technologies. Findings of the research dealing with efficiency of introducing interactive technologies in higher education institutions are also given. The authors for 4 days conducted a survey of six groups of students of the bachelor program with specialization 38.03.01 ‘Economics’. Qualitative and quantitative figures allowed them to analyze students’ attitude to conventional methods of teaching and interactive technologie
APA, Harvard, Vancouver, ISO, and other styles
19

Marcos, 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 text
Abstract:
Boardcraft, an interactive, sequential card game, is a powerful tool for teaching Strategic Management in an undergraduate Business Administration Degree. This innovative game provides students with practical experience in strategic analysis, business strategy formulation, and strategic decision-making, addressing one of the main challenges of social science teaching: practical application. The objective of the research to be carried out is to find evidence of a change in students' attitudes towards making strategic decisions. To do this, two questionnaires will be carried out, one before and
APA, Harvard, Vancouver, ISO, and other styles
20

Lisauskaite, 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 text
Abstract:
The subject of this research is the analysis of the forms of implementation of interactive teaching techniques in form of game technologies on the example of a specific discipline within the framework of the Master's Degree program “Law in the Field of Regional International Relations”. The object of this article is the “business game” and “group research” as form of giving a lesson. Special attention is turned to the analysis of characteristics of interactive technologies, developed by the author from the basic definition, as well as
APA, Harvard, Vancouver, ISO, and other styles
21

Nuraini, 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 text
Abstract:
This research was conducted using Research and Development method. The purpose of this study is to produce game-based interactive learning media that has a positive impact on improving students' creative thinking skills in physical education courses. Data collection was carried out in several stages, including expert validation, limited trials, and student response questionnaires. Based on the research results, multimedia interactive based on games is proven to improve the creative thinking skills of fourth-grade students at the elementary school of Tugu Utara 05, North Jakarta. Furthermore, m
APA, Harvard, Vancouver, ISO, and other styles
22

Nikolaeva, 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 text
Abstract:
The purpose of the article is to consider the practice of using business games in teaching commodity science disciplines. The article examines the theoretical and methodological aspects of business games as one of the methods of innovative pedagogical learning technologies. The necessity and expediency of their use in the study of commodity science are indicated, personality traits that develop in the process of conducting business games are established, a classifi cation of business games is given, a brief description of their individual types is presented, the stages of conducting interactiv
APA, Harvard, Vancouver, ISO, and other styles
23

Tazouti, 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 text
Abstract:
At present, serious games are experiencing a growing popularity and popularity, with areas of application that extend not only to education, but also to other sec-tors such as the military, health and business sectors, among others. Since video games facilitate the learning of complex processes, their associated benefits have been reoriented principally to the educational, training and information processes.
 This paper presents of "ImALeG" project, a 3D serious game, whose objective is to develop and auto evaluate competencies of Amazigh language learning in a vir-tual environment. ImALe
APA, Harvard, Vancouver, ISO, and other styles
24

Dobson, 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 text
APA, Harvard, Vancouver, ISO, and other styles
25

Yang, 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 text
Abstract:
Purpose The purpose of this paper is to elaborate on the interactive conflicts between business and governmental authorities in the regulatory process of an emerging business model: sharing economy. Focusing on bike sharing system, the study also investigates the conflict-handling strategy of bike sharing companies and government regulation. Design/methodology/approach An evolutionary game model is introduced to illustrate the interactive conflict between bike sharing companies and government regulation, combined with system dynamics (SD) to simulate the evolutionary conflict-handling strategi
APA, Harvard, Vancouver, ISO, and other styles
26

Santoso, 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 text
Abstract:
This study aims to analyze the role of a data warehouse system in monitoring and analyzing game sales while providing technology-based solutions for strategic decision-making. The research employs a method of integrating data from various sources through extraction, transformation, and loading processes into a centralized data warehouse. Validated data is then visualized using business intelligence tools to create interactive dashboards displaying sales trends based on platforms, regions, and genres. The analysis techniques include identifying sales patterns, monitoring key performance indicat
APA, Harvard, Vancouver, ISO, and other styles
27

Christopoulos, Athanasios, and Stylianos Mystakidis. "Gamification in Education." Encyclopedia 3, no. 4 (2023): 1223–43. http://dx.doi.org/10.3390/encyclopedia3040089.

Full text
Abstract:
Gamification, or gameful design, refers to the strategic application of game design principles, mechanics, and elements into non-game environments. It is often facilitated using digital platforms, aiming to solve problems, increase engagement, and motivate individuals towards their goals. The technique fosters a gameful and interactive experience, enhancing perceived autonomy, competence, and relatedness among users. With roots in fields like education, business, marketing, and services, gamification is a versatile tool that serves to enrich user experience and create value in a multitude of s
APA, Harvard, Vancouver, ISO, and other styles
28

Tur, 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 text
Abstract:
The article analyzes the concept of didactic methods and the conditions of their use in the process of forming students’ communicative competence as an important factor in their ability to effectively present their scientific and research activities. The division of methods of formation of communicative competence into passive, active and interactive methods is considered in detail. The advantages of using active methods are indicated, which is determined by the new tasks of school education — not only to give students knowledge, but also to ensure the formation and development of communicativ
APA, Harvard, Vancouver, ISO, and other styles
29

DIXON, 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 text
Abstract:
This paper examines the entertainment software industry within a market perspective. It addresses marketing issues such as acquisitions, mergers, franchising, direct investment, and collaborative arrangements, in an industry where there is significant change in business activity. New entrants in this highly competitive and high value market are identified as being more likely to be developers rather than publishers. Consumer spending in Europe alone for games and interactive entertainment is expected to rise to US $6.1 billion within three years, and by 2002 on-line game players are expected t
APA, Harvard, Vancouver, ISO, and other styles
30

Setiadi, 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 text
Abstract:
Training in the field of entrepreneurship can be enhanced by using developmental games to educate students. Simulation models for entrepreneurial strategies can be developed through RPG games. The GBL (Game based learning) implementation model was used in this study to provide training for entrepreneurial practice by implementing RPG games. Entrepreneurial practices developed by preparing businesses, investing for businesses in the form of goods, main capital in businesses, determining the prices of products sold, conducting buying and selling transactions, and managing all business needs are
APA, Harvard, Vancouver, ISO, and other styles
31

Moiseienko, 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 text
Abstract:
The purpose of the article is to highlight current issues of the influence of interactive show programmes on the recipient’s worldview and the implementation of the director’s conceptual solutions focused on the artistic values of society; to substantiate the director’s methods of creating a conceptual basis for the interactive show programmes as a modern stage form. Research methodology. The authors have applied the cognitive method to research the interactive show programmes’ information effect processes in contemporary show business; the axiological me
APA, Harvard, Vancouver, ISO, and other styles
32

Richards, 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 text
Abstract:
We present Sustainable Sip, a hybrid multiplayer round-based game designed to provide an experiential learning environment for university-level students at the University of Queensland, Australia. It aims to facilitate literacy around the fundamental concepts of business sustainability, specifically the tensions and interplay between economics and sustainability, and systems thinking. This paper represents stage 1 of this project (design, development, testing). Impact assessment will be covered by stage 2 (application), which is outside the scope of this paper. Each player manages a coffee sho
APA, Harvard, Vancouver, ISO, and other styles
33

Khosiin, Khamam. "Game Online: Ancaman ‘Candu Digital’." Syntax Idea 4, no. 12 (2022): 1786. http://dx.doi.org/10.36418/syntax-idea.v4i12.2100.

Full text
Abstract:
The internet as a product of the development of information technology, brings major changes in human life. The internet provides convenience to various aspects of life, ranging from information, education, economy and business, to entertainment. Entertainment provided through internet services also varies, ranging from reading books, video shows, movies and dramas, to online games. Development development is a process to develop a new product or improve an existing product, which can be accounted for. The game that was first created by Steve Russell and his friends was named Spacewar. This ga
APA, Harvard, Vancouver, ISO, and other styles
34

Khosiin, 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 text
Abstract:
The internet as a product of the development of information technology, brings major changes in human life. The internet provides convenience to various aspects of life, ranging from information, education, economy and business, to entertainment. Entertainment provided through internet services also varies, ranging from reading books, video shows, movies and dramas, to online games. Development development is a process to develop a new product or improve an existing product, which can be accounted for. The game that was first created by Steve Russell and his friends was named Spacewar. This ga
APA, Harvard, Vancouver, ISO, and other styles
35

Kondur, 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 text
Abstract:
The article is devoted to issues of improving the effectiveness of the process of studying mathematics methods in higher education with the help of game technologies. An educational game is a joint activity, which is one of the important psychological and pedagogical foundations of the process of self-realization of an education seeker in educational activities. Game methods are interactive learning methods. They are practice-oriented, aimed at activating students, contribute to their professional development and, accordingly, increase the quality of educational activities and the effectivenes
APA, Harvard, Vancouver, ISO, and other styles
36

Tukaeva, 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 text
Abstract:
This paper is devoted to the study of innovations in the modern education system, as well as their application in the process of teaching a foreign language. The paper discusses the concept of innovation in education, it is noted that innovation contributes to improving the quality of education. The most relevant is the use of an interactive approach in the process of teaching a foreign language. The hypothesis is that the effectiveness of teaching foreign languages will increase if it is based on an interactive approach. Interactive training helps to ensure the readiness of university graduat
APA, Harvard, Vancouver, ISO, and other styles
37

Dolinsky, 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 text
Abstract:
Abstractis to partially describe underpinning economics for the circular economy. A circular economy (closed-loop system) is an advancement from the linear economy (open-loop system) which behaves according to the hierarchy of 6R, preferring reuse, remanufacture or recycle solutions insead of disposal (known also as a „linear dead-end“).is a trigger of new business models seeking many times vor various kinds of support from the side of government. However, governmental support is not neither the only option nor the most functional one. Underpinning economics for the circular economy can be bas
APA, Harvard, Vancouver, ISO, and other styles
38

Lytvynenko, 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 text
Abstract:
The article is devoted to a comprehensive study of the current issues of copyright protection of game content in the context of the rapid development of the video game industry. The study examines the peculiarities of legal protection of various elements of video games, including software code, audiovisual components, storylines and characters. It analyses the main challenges faced by developers and publishers in protecting their intellectual property rights, including unauthorised copying, piracy and unlicensed modifications. The author analyses the terminology of the industry, in particular,
APA, Harvard, Vancouver, ISO, and other styles
39

Mizyuk, 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 text
Abstract:
Changes in the conditions of activities in the tourism sector require a review of the purposes of the educational process. Currently, the functional importance and attractiveness of the traditional organization of the educational process is significantly reduced. There is an urgent need to understand the changes in the organization of the process of acquiring knowledge and practical skills for the future profession. It is so important to arouse interest in the subject of study of the future profession and to turn the audience into active participants. Increasing the level of training professio
APA, Harvard, Vancouver, ISO, and other styles
40

Ainagul, 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 text
Abstract:
The article proposes some methods and techniques of giving open seminars in the process of studying the dis-cipline “History of Kazakhstan”. A didactic material of an expanded calendar-thematic lesson plan is present-ed using a specific topic as an example. Its structure is examined, and personal and subject-specific outcomes are provided. The algorithm of giving a lesson is described by means of the method “business game”. Data from didactics and methods of teaching history indicate that one of the essential conditions for achieving strong and deep knowledge, as well as fostering the developm
APA, Harvard, Vancouver, ISO, and other styles
41

Yaacob, 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 text
Abstract:
Teaching vocabulary in English as a Second Language contexts sparks ongoing debate, especially regarding whether to employ explicit methods or rely on implicit approaches like providing meanings and examples. One of the promising solution is language games, offering students a non-traditional and engaging way to apply their language skills. This study investigates the effectiveness of the Taboo Word Game as a tool in enhancing the business vocabulary of 23 private college students in Malaysia. It is significant because not only does it leverage an engaging, interactive approach to language lea
APA, Harvard, Vancouver, ISO, and other styles
42

Neset, 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 text
Abstract:
Background. Serious games are gaining increasing prominence in environmental communication research, but their potential to form an integrated part of participatory research approaches is still strikingly understudied. This is particularly the case for applications of interactive digital formats in research on environmental challenges of high complexity, such as climate adaptation, which is a specifically suitable case as it involves complex interaction between climate systems and society, but where the response also involves trade-offs with potentially negative – maladaptive – outcomes. Inter
APA, Harvard, Vancouver, ISO, and other styles
43

Zhang, 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 text
Abstract:
The global video game industry, with its considerable market share attributed to console games, has long been dominated by three primary players: Microsoft's Xbox, Sony's PlayStation, and Nintendo's Switch.Three major companies have long controlled the worldwide video game business: Microsoft's Xbox, Sony's PlayStation, and Nintendo's Switch. Console games account for a large portion of this market. Activision Blizzard, a game publisher, significantly relies on these platforms inside this structure, earning significant income and profit from marquee brands like Call of Duty, Warcraft, and Diab
APA, Harvard, Vancouver, ISO, and other styles
44

Muhsen, 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 text
Abstract:
Peer-to-peer (P2P) energy trading is a promising energy trading mechanism due to the deployment of distributed energy resources in recent years. Trading energy between prosumers and consumers in the local energy market is undergoing massive research and development, paying significant attention to the business model of the energy market. In this paper, an extensive review was conducted on the current research in P2P energy trading to understand the business layer of the energy market concerning business model dimensions: bidding strategies and the market-clearing approach. Different types of g
APA, Harvard, Vancouver, ISO, and other styles
45

Паудяль, 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 text
Abstract:
The article is devoted to innovative game methods of teaching the in career-oriented work of the teacher. The methods developed in the form of game technology has communicative and at the same time professionally oriented on the content of tasks focus, and aimed at improving the professional skills of employees of educational institutions.Different in content games allow to create elements of situationality, update team skills, reveal leadership and performing qualities, discover the creative potential, promote social adaptation of students. The apparent advantage of innovative game methods of
APA, Harvard, Vancouver, ISO, and other styles
46

GANGOPADHYAY, 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 text
Abstract:
We develop an interactive model involving competitive tax evasion to determine optimal transfer prices by multinational firms. We establish that the proposed game is characterized by multiple equilibria. Implications of these multiple equilibria are examined.
APA, Harvard, Vancouver, ISO, and other styles
47

Chernykh, 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 text
Abstract:
The article discusses the proven ways of organizing the control of educational work through the use of interactive, in the study of environmental hydraulic engineering in order to consolidate the material on the disciplines of the hydrotechnical cycle by students of the direction of Environmental Engineering and Water Use in the direction of Environmental Hydraulic Structures and Water Resources Management and Envi-ronmental Hydraulic Structures. The expediency and effectiveness of conducting classes in the form of a business game, which is a simulation model of a working design group at a des
APA, Harvard, Vancouver, ISO, and other styles
48

Burkhanova, 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 text
Abstract:
The article examines the essence of interactive learning as an educational process that takes place in the conditions of constant and active interaction of the teacher with all students. The features of interactive teaching methods are determined, as activation of the student’s thinking process; long term of student activity; independence of judgment; constant interaction of students with each other and the teacher. The general techniques of the interactive lesson in teaching the topic «Contract of trust management of property» - a role-playing legal game-are considered, the strengths of this
APA, Harvard, Vancouver, ISO, and other styles
49

Ambacher, 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 text
Abstract:
Abstract Financial education can sustainably improve the financial behaviour of young adults, empower them in their decisions and help them recognise opportunities and risks. Digital tools linking financial content with innovative learning methods have an outstanding potential to be an attractive offer for younger individuals. An app that includes interactive game elements was developed by students from St. Michael Schwäbisch Hall high school for the YES! – Young Economic Solutions student competition and won the “Best Scientific Analysis Award”.
APA, Harvard, Vancouver, ISO, and other styles
50

Parantika, 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.

Full text
Abstract:
The rivalry in the café and restaurant industry is intensifying, necessitating that business operators innovate to survive and thrive. Café industry participants vie to satisfy the lifestyle preferences of predominantly younger clientele. The introduction of thematic board game cafes is one such development. Thematic board game cafes offer a playful concept by supplying game boards for user use. Their presence is a beginning to be manifested in major cities across Indonesia. As part of the broader experience-based tourism and creative tourism movement, the emergence of these cafes reflects shi
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!