Academic literature on the topic 'Organizational activity game'

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Journal articles on the topic "Organizational activity game"

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Tullar, William L. "Organizational Change in the USSR: The Activity‐inciting Game." Leadership & Organization Development Journal 13, no. 1 (1992): 17–20. http://dx.doi.org/10.1108/eum0000000001171.

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Tăucean, Ilie, Matei Tămășilă, Larisa Ivascu, Șerban Miclea, and Mircea Negruț. "Integrating Sustainability and Lean: SLIM Method and Enterprise Game Proposed." Sustainability 11, no. 7 (2019): 2103. http://dx.doi.org/10.3390/su11072103.

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Sustainability and leanness are organizational approach concepts for more efficient activities and increased competitiveness. This paper presents a study and an application of the concepts of sustainability and lean, with the purpose to capitalize on the benefits of the two concepts’ tools when used together in an industry and education activity. A literature review was carried out to evaluate qualitatively and empirically the concepts of sustainability, lean, and enterprise games, and the possibility to integrate the first two concepts into a new tool applied into an enterprise game. An onlin
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Bohdanovskiy, Ihor. "CONCEPTUAL MODEL OF TRAINING BACHELORS OF PHYSICAL CULTURE AND SPORTS FOR COACHING ACTIVITIES IN GAME SPORTS WITH PRESCHOOL CHILDREN." Scientific Journal of Polonia University 59, no. 4 (2023): 9–15. http://dx.doi.org/10.23856/5901.

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The article analyzes the current state of research on the problem of training bachelors of physical culture and sports for coaching activities in game sports with children of preschool age, which confirmed the relevance and expediency of the chosen problem, its insufficient theoretical development in pedagogical theory and practice. The following structural components of the training bachelors of physical culture and sports for coaching activity in game sports with preschool children are defined and characterized: motivational-value, informational-communicative, organizational-facilitating, re
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Rui, Olesia. "FORMATION OF COGNITIVE INTERESTS IN CHILDREN OF OLDERPRESCHOOL AGE IN THE CONDITIONS OF GAME ACTIVITIES." Scientific Journals of the International Academy of Applied Sciences in Lomza 93, no. 1 (2024): 186–96. https://doi.org/10.58246/k9e7zt13.

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The article is devoted to the development of cognitive interests in the conditions of game activity. The educational and organizational conditions that ensure the formation of cognitive interest in older preschoolers have been revealed. Factors of influence of educational and game activities on preschoolers are singled out. The peculiarities of the organization of action in older preschoolers, aimed at the development of cognitive interest in the conditions of game activity, are characterized. Pedagogical conditions for the development of cognitive interest in older preschoolers are singled ou
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Jeitschko, Thomas D., and Curtis R. Taylor. "Local Discouragement and Global Collapse: A Theory of Coordination Avalanches." American Economic Review 91, no. 1 (2001): 208–24. http://dx.doi.org/10.1257/aer.91.1.208.

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We study a dynamic game in which all players initially possess the same information and coordinate on a high level of activity. Eventually, players with a long string of bad experiences become inactive. This prospect can cause a coordination avalanche in which all activity in the population stops. Coordination avalanches are part of Pareto-efficient equilibria; they can occur at any point in the game; their occurrence does not depend on the true state of nature; and allowing players to exchange information may merely hasten their onset. We present applications to search markets, organizational
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Bobrenko, S. M., and O. V. Andrieieva. "Organizational and methodological ensuring the health and recreation movement activity of e-sportsmen." Scientific Journal of National Pedagogical Dragomanov University Series 15 Scientific and pedagogical problems of physical culture (physical culture and sports), no. 12(185) (December 25, 2024): 51–59. https://doi.org/10.31392/udu-nc.series15.2024.12(185).09.

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The article provides data on the development of a model of organizational and methodical support for health-recreational motor activity of cyber-athletes, taking into account the peculiarities of their motor activity, level of satisfaction and quality of life, game activity, health status. The purpose of the study is to develop and substantiate a model of organizational and methodological support for health- recreational motor activity of cyber-athletes with the aim of increasing indicators of their physical condition, prevention of occupational diseases, and improvement of performance. To ach
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Khodakovska, Alona. "STRUCTURAL AND FUNCTIONAL MODEL OF PREPARING FUTURE PRIMARY SCHOOL TEACHERS FOR THE APPLICATION OF EDUCATIONAL AND GAME TECHNOLOGIES IN THE EDUCATIONAL PROCESS." Theory and practice of social systems management, no. 3 (October 4, 2023): 17–33. http://dx.doi.org/10.20998/2078-7782.2023.3.02.

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The article is devoted to the development and scientific substantiation of the structural and functional model of preparing future primary school teachers for the application of educational and game technologies in the educational process. The model of training future primary school teachers for the application of the educational and game technologies in the educational process is structured according to the organizational and target, content and functional, criterion and diagnostic and effective blocks and is based on civilizational, personality-oriented, activity-oriented, technological, syn
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Zolotareva, Angelina V., and Irina E. Sarafanova. "Results of implementation of gaming technology as a pedagogical means of forming the organizational and managerial competence of a future manager." Social And Political Researches 2, no. 15 (2022): 76–92. http://dx.doi.org/10.20323/2658-428x-2022-2-15-76-92.

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The article presents the results of a study of the implementation of gaming technology as a pedagogical means of forming the organizational and managerial competence of a future manager at a university. The essence of the “means of learning” concept is revealed; the relevance of the use of pedagogical means in the process of vocational education is substantiated; the degree of development of the problem of using games in the process of training and professional development of managerial personnel at the university is shown. The competence-based and contextual approaches are presented as the me
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Mikhnov, A. P. "Rationale set of indicators and prioritize relevant to assess competitive activity of hockey players of high qualification of different roles." Physical education of students 19, no. 1 (2015): 31–35. http://dx.doi.org/10.15561/20755279.2015.0105.

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Purpose: organize technical and tactical actions and determine their priority importance for high-end players of different roles. Establish their priority importance for the success of competitive activity hockey with the game roles. Material : the study involved 54 experts on hockey coaches and players of high class. The significance of technical and tactical actions evaluated for players of different roles. Results : systematic account of technical and tactical actions of athletes and prioritize them to assess the significance of competitive activity. Three groups of technical and tactical a
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Chorna, Krystina. "The Use of Game Elements in Television Programs." Culture and Arts in the Modern World, no. 18 (June 15, 2017): 220–37. https://doi.org/10.31866/2410-1915.18.2017.155697.

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The purpose of the research is to study the process of using game elements in modern television programs; to broaden the idea of properties of gaming, its brain building and hedonistic nature. The research methodology consisted in the application of the historical-logical method. This methodological approach allows for exposing and analyzing gaming as an activity that possesses such characteristic features as entertainment, unproductivity, and fictitiousness of its nature. It is necessary to determine how the following functional skills are formed in the process of studying gaming te
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Dissertations / Theses on the topic "Organizational activity game"

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Rossiter, Margaret Roslyn. "Application of constraints in a human-activity system : a game-play approach for business." Phd thesis, 2001. http://hdl.handle.net/1885/151797.

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Куватова, Яна Сергіївна. "Організація ігрової діяльності дітей дошкільного віку". Магістерська робота, 2020. https://dspace.znu.edu.ua/jspui/handle/12345/4312.

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Куватова Я. С. Організація ігрової діяльності дітей дошкільного віку : кваліфікаційна робота магістра спеціальності 012 «Дошкільна освіта» / наук. керівник О. О. Самсонова. Запоріжжя : ЗНУ, 2020. 95 с.<br>UA : Робота викладена на 95 сторінках друкованого тексту. Перелік посилань включає 92 джерела. Об’єкт дослідження: освітньо-виховний процес у закладі дошкільної освіти. Предмет: ігрова діяльність дітей дошкільного віку. Мета дослідження: вивчити зміст та особливості розвитку ігрової діяльності дітей дошкільного віку; теоретично обґрунтувати науково-методичні засади організації ігрової діяльно
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Books on the topic "Organizational activity game"

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Kaspina, Roza, and Lyubov' Plotnikova. Accounting and taxation of foreign economic activities of organizations. INFRA-M Academic Publishing LLC., 2020. http://dx.doi.org/10.12737/1018339.

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The tutorial contains practical examples of organization and conducting accounting and tax accounting of foreign economic activity and the examples that reveal the specifics of foreign exchange operations. Given a multivariate system of control of knowledge of students with answers and solution algorithm is a full set of the Fund of assessment tools for current and intermediate control. Used active learning methods in the form of colloquiums, business games, discussions and other interactive forms.&#x0D; Meets the requirements of Federal state educational standards of higher education of the l
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Vahrusheva, Lyudmila. Development of mental activity of preschool children. INFRA-M Academic Publishing LLC., 2021. http://dx.doi.org/10.12737/1093072.

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The textbook reveals the general issues of organizing the mental activity of preschool children: the development of mental actions and mental abilities, the features of developing, problem-based learning and its methods, the meaning and place of active methods of organizing mental activity in pedagogical work with children, the technology of using active learning tools — intellectual games and cognitive fairy tales. For the organization of independent work of students, sample topics of seminars, practical classes, questions for the test, the final test of the discipline are offered. Meets the
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McMahon, Patrice C. The NGO Game. Cornell University Press, 2018. http://dx.doi.org/10.7591/cornell/9781501709234.001.0001.

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In most post-conflict countries nongovernmental organizations are everywhere, but their presence is misunderstood. This book investigates the unintended outcomes of what it calls the NGO boom in Bosnia and Kosovo. The book argues that when international actors try to rebuild and reconstruct post-conflict countries, they often rely on and look to NGOs. Although policymakers and scholars tend to accept and even celebrate NGO involvement in post-conflict and transitioning countries, they rarely examine why NGOs have become so popular, what NGOs do, or how they affect everyday life. After a confli
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Lucander, David. Introduction. University of Illinois Press, 2017. http://dx.doi.org/10.5406/illinois/9780252038624.003.0008.

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This introductory chapter provides an overview of the March on Washington Movement (MOWM). MOWM was arguably the most effective African American protest organization during the Second World War, and in some ways this period represented the zenith of A. Philip Randolph's power. By creating MOWM, Randolph gave local activists and organizers a platform on which they could fight against Jim Crow in innovative and sometimes powerful ways. This organization stands at a critical junction between the Roosevelt era and the years traditionally associated with the Civil Rights Movement, a chronological c
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Thomson, Jennifer. The Wild and the Toxic. University of North Carolina Press, 2019. http://dx.doi.org/10.5149/northcarolina/9781469651996.001.0001.

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Health figures centrally in late twentieth-century environmental activism. There are many competing claims about the health of ecosystems, the health of the planet, and the health of humans, yet there is little agreement among the likes of D.C. lobbyists, grassroots organizers, eco-anarchist collectives, and science-based advocacy organizations about whose health matters most, or what health even means. In this book, Jennifer Thomson untangles the complex web of political, social, and intellectual developments that gave rise to the multiplicity of claims and concerns about environmental health
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Long, Yan. Authoritarian Absorption. Oxford University PressNew York, 2024. https://doi.org/10.1093/oso/9780190900199.001.0001.

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Abstract This book portrays the rebuilding of China’s pandemic response system through its anti-HIV/AIDS battle from 1978 to 2018. Central to this history is the influence of foreign interventions, which challenged the post-socialist state’s ignorance of infectious diseases and pushed it toward professionalizing public health bureaucrats and embracing more liberal, globally aligned intervention measures. This transformation involved a mix of confrontation and collaboration among transnational organizations, the Chinese government, and grassroots movements, which turned epidemics into a battleg
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Parks, Jenifer. Olympic Games, the Soviet Sports Bureaucracy, and the Cold War. Lexington Books, 2016. https://doi.org/10.5040/9781978736559.

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Using previously inaccessible archival documents, this study provides a longitudinal investigation of the middle levels of Soviet bureaucracy responsible for overseeing Olympic Sport during the Cold War. Spanning the period from the USSR’s Olympic debut in 1952 through the 1980 Games held in Moscow, this book argues that behind the high-profile performances of Soviet elite athletes, a legion of sports administrators worked within international sports organizations and the Soviet party-state to increase Soviet chances of success and make Soviet representatives a respected voice in international
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Flesher Fominaya, Cristina. Democracy Reloaded. Oxford University Press, 2020. http://dx.doi.org/10.1093/oso/9780190099961.001.0001.

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Framed in debates about the crisis of democracy, the book analyzes one of the most influential social movements of recent times: Spain’s “Indignados” or “15-M” movement. In the wake of the global financial crisis and harsh austerity policies, 15-M movement activists occupied public squares across the country, mobilized millions of Spanish citizens, gave rise to new hybrid parties such as Podemos, and inspired pro-democracy movements around the world. Based on access to key participants in the 15-M movement and Podemos, and extensive participant observation, the book tells the story of this rem
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Andreas, Joel. Disenfranchised. Oxford University Press, 2019. http://dx.doi.org/10.1093/oso/9780190052607.001.0001.

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Disenfranchised recounts the tumultuous events that have shaped and reshaped factory politics in China since the 1949 Revolution. The book develops a theoretical framework consisting of two dimensions—industrial citizenship and autonomy—to explain changing authority relations in workplaces and uses interviews with workers and managers to provide a shop-floor perspective. Under the work unit system, in place from the 1950s to the 1980s, lifetime job tenure and participatory institutions gave workers a strong form of industrial citizenship, but constraints on autonomous collective action made th
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Book chapters on the topic "Organizational activity game"

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Reiter, Stanley. "Coordination of economic activity: An example." In Markets, Games, and Organizations. Springer Berlin Heidelberg, 2003. http://dx.doi.org/10.1007/978-3-540-24784-5_9.

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Mondada, Lorenza. "Requesting in shop encounters." In Studies in Language and Social Interaction. John Benjamins Publishing Company, 2024. http://dx.doi.org/10.1075/slsi.36.10mon.

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The chapter offers a systematic study of requests in shop encounters. Considering their detailed formats, constituted through the specific assembling of diverse resources including speakers’ turn, gaze, gestures, and body postures that I call multimodal Gestalts , it identifies different types of requests and their sequential implicativeness. The chapter shows how these multimodal formats are methodically bound to the categorization of speakers/customers, their epistemic and sensorial relations to the product, and as a consequence, to the response of the seller, the service they offer, and the
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Morgenstern, Aliyah. "Chapter 8. The choreography of multimedial procedures and multimodal languaging in French family dinners." In Pragmatics & Beyond New Series. John Benjamins Publishing Company, 2024. http://dx.doi.org/10.1075/pbns.348.08mor.

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In this paper we present a multimodal multimedial approach to multiparty interactions through the analysis of French family dinners in which child and adult participants are engaged in the activities of eating and interacting. The term multimodality is used to refer to the variety of semiotic resources (gesture, speech, facial expressions, gaze) engaged in languaging (Linell 2009), and multimediality to refer to the media used in context to construct meaning (such as communicative manipulative actions/languaging). Our aim is to capture the multiple deployments of the embodied behaviors of dinn
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Beklenishcheva, M. V. "Activities of the Sverdlovsk Branch of the Society of Soviet Czechoslovak Friendship for the Development of International Cooperation." In Rules of the game on a voluntary basis: Authorities and voluntary grassroots organizations in the USSR, 1960s–1990s. Perm State University, 2023. http://dx.doi.org/10.17072/978-5-7944-4056-0-98-105.

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In the conditions of the Cold War and interruption of offi cial diplomatic contacts between the USSR and Western countries, the mechanisms of paradiplomacy are activated. Friendship Societies and Cultural Ties with foreign countries are an important mechanism for the development of international humanitarian cooperation in the late Soviet period. The key areas of activity of Friendship Societies were cultural, educational, sports, scientifi c contacts, international tourism. The effectiveness of the Friendship Societies is evidenced by the creation of a signifi cant network of regional and cit
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Kabatskov, A. N. "«Liberated Socialism»: Circles, Clubs and Public Initiatives in Perm in the Era of Perestroika (1985–1988)." In Rules of the game on a voluntary basis: Authorities and voluntary grassroots organizations in the USSR, 1960s–1990s. Perm State University, 2023. http://dx.doi.org/10.17072/978-5-7944-4056-0-202-218.

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The purpose of this study is to identify the forms and nature of grassroots political activity in the era of reforms in Soviet society in 1985-88. Based on a group of sources, including a student diary, an attempt was made to reconstruct the perception of the ideas of perestroika in the student community. The focus is on the motives, value orientations and motivation of young historians. It is shown that the students sincerely responded to the political initiatives of the country’s leadership, primarily M.S. Gorbachev. They gained their fi rst experience of collective political discussion whil
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BARTIENIEVA, Iryna. "DESIGNING THE PROFESSIONAL DEVELOPMENT OF FUTURE TEACHERS IN THE CONDITIONS OF THE CREATIVE EDUCATIONAL ENVIRONMENT OF THE INSTITUTION OF HIGHER EDUCATION." In THEORETICAL AND METHODOLOGICAL PRINCIPLES DESIGNING THE PROFESSIONAL EDUCATION OF FUTURE SPECIALISTS IN THE CONDITIONS OF THE UNIVERSITY SPACE. Ushynsky University, 2024. http://dx.doi.org/10.24195/cm2024uuch4.

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The study is devoted to the topical issue of designing the professional development of future teachers in the conditions of a creative educational environment of a higher education institution. The essence of the concepts “personal creativity”, “creative thinking”, “creative innovative thinking”, “formation of creativity of future teachers”, in particular future teachers of fine arts, labor training and technology, design teachers, is defined. It has been proven that creativity is a driver of personal and professional success of future teachers during the study of pedagogical disciplines. The
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Jolly, Richard, and Wayne Wakeland. "Using Agent Based Simulation and Game Theory Analysis to Study Knowledge Flow in Organizations." In Global Aspects and Cultural Perspectives on Knowledge Management. IGI Global, 2011. http://dx.doi.org/10.4018/978-1-60960-555-1.ch002.

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Knowledge sharing in organizations, especially the impact of sharing freely versus not sharing, was studied using game theoretic analysis and a Netlogo agent-based simulation model. In both analyses, some agents hoarded knowledge while others shared knowledge freely. As expected, sharing was found to greatly increase the overall amount of knowledge within the organization. Unexpectedly, on average, agents who share acquire more knowledge than hoarders. This is in contradiction to the conclusion from the prisoner’s dilemma analysis. This is due to the synergy that develops between groups of age
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Borysiuk, Olena, and Maria Datsyuk-Tomchuk. "BANCINSURANCE IN THE FINANCIAL MARKET: ESSENCE, FEATURES AND DEVELOPMENT PROSPECTS." In The scientific paradigm in the context of technological development and social change. Publishing House “Baltija Publishing”, 2023. http://dx.doi.org/10.30525/978-9934-26-297-5-1.

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The development of the financial market around the world leads to structural changes in its business architecture and to the establishment of new distribution models, using which it is possible to increase the sale of certain financial products, their profitability, and also attract new customers. Banking and insurance services cover, in a broader sense, all the services that a private or corporate client needs for the provision of services, management and security of their capital. The processes of globalization and liberalization of financial markets contribute to the creation of new financi
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Pchelintseva, E. S., and M. A. Vinokurova. "THE DIDACTIC POTENTIAL OF BOARD GAMES IN THE FRAMEWORK OF LEARNING RUSSIAN AS A FOREIGN LANGUAGE." In Filosofskie, sociologičeskie i psihologo-pedagogičeskie problemy sovremennogo obrazovaniâ. Altai State Pedagogical University, 2021. http://dx.doi.org/10.37386/2687-0576-2021-3-293-296.

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The article discusses one of the topical methodological issues – the motivation for learning another (non-native) language. The authors of the study see the solution in enhancing the educational activity of foreigners through the use of game technologies in the classroom of Russian as a foreign language, in particular, board games. Particular attention is paid to an analytical review of the existing classifications of board games, the identification of key problems in the organization and implementation of a board game in the educational process, methodological recommendations for the use of a
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Birke, Florian, Maximilian Witt, and Susanne Robra-Bissantz. "Applying Game Mechanisms to Idea Competitions." In Business Organizations and Collaborative Web. IGI Global, 2011. http://dx.doi.org/10.4018/978-1-60960-581-0.ch010.

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In these times of a collaborative Web, consumers actively participate in the creation, elaboration, and evaluation of new content. Portals like Wikipedia demonstrate how this collaborative and creative behavior can result in valuable outcome. Companies benefit, as well, from this active role of the consumer: Consumers generate, develop, and evaluate new ideas for products and services in idea competitions. A challenge of today’s idea competitions is that the recent “inflationary increase” partly results in a decrease of participation. The purpose of this study is to explore one possible approa
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Conference papers on the topic "Organizational activity game"

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Constantin, Valentinadaniela, and Roxanadenisa Stoenescu. "GAMIFICATION IN THE RECRUITMENT PROCESS: STUDYING ROMANIAN POTENTIAL EMPLOYEES' PERCEPTION." In eLSE 2015. Carol I National Defence University Publishing House, 2015. http://dx.doi.org/10.12753/2066-026x-15-098.

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Games found a way to transcend traditional boundaries, penetrating other fields and offering new tools of achieving performance. Usually known as an informal notion which describes the use of video games characteristics for organizational purposes, gamification relies on user engagement and involvement in the process. Moreover, gamification reunites concepts regarding human - computer interaction, having as the main goal to achieve effectiveness for organizational purposes. In recent years, this notion has gained a significant importance especially among practitioners, who use certain game-pla
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Guerola-Navarro, Vicente, Raul Oltra Badenes, and Hermenegildo Gil-Gomez. "Practical example on how to plan and develop a participatory group dynamic through an online platform, in the pursuit of Sustainable Development Goal number 4 "Quality Education”." In INNODOCT 2021. Editorial Universitat Politècnica de València, 2021. http://dx.doi.org/10.4995/inn2021.2021.13310.

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In the current conditions of university teaching, derived from the COVID-19 pandemic, where the need for social distancing has led to the move to online sessions through various technological platforms, one of the most complicated activities to develop are group dynamics. Taking advantage of the teaching content of the university subject "Organizational Behavior and Change Management", a plan has been designed and executed to ensure that, remotely and without face-to-face interaction, students are actively involved and participate in a practical session set out precisely as group dynamic. It i
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Boboc, Andreealarisa, Ivona Stoica, Cristina Niculescuciocan, and Gheorghe Orzan. "GAMIFICATION AND GAME-BASED LEARNING - A SOLUTION FOR ROMANIAN EDUCATION SYSTEM?" In eLSE 2018. ADL Romania, 2018. http://dx.doi.org/10.12753/2066-026x-18-033.

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Throughout history, many people have supported the use of game and gaming-inspired design in order to improve the human life. In the middle of 2000s, the confluence of web technologies, digital business models and online games gave rise to the latest manifestation of this basic idea. Large organizations have begun to explore gaming as a way to motivate people and improve user experience. Gamification is applied from education and training to health, management, innovation, employee involvement, patrimony, crowdsourcing, civic engagement and marketing (Seaborn &amp; Fels, 2015). Also, mobile ap
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KONG, CHUIBIN, and TING GU. "STUDY ON THE TRAINING STRATEGY OF STUDENTS MAJORING IN PRESCHOOL EDUCATION." In 2023 9TH INTERNATIONAL SYMPOSIUM ON SOCIAL SCIENCE. Destech Publications, Inc., 2023. http://dx.doi.org/10.12783/dtssehs/isss2023/36066.

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In the process of early childhood education, using games to carry out teaching activities can help children improve their interest in learning and develop good living habits. In the process of game activities, we can let the children learn knowledge in a relaxed learning atmosphere. Therefore, the ability of kindergarten teachers to organize students' game activities is particularly important. Colleges and universities can cultivate the game activity organizing ability of students majoring in preschool education, which can ensure that students can better use this ability to carry out preschool
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Marginean, Alexandra. "TEACHING INTERCULTURALISM BY RESORT TO GAMIFICATION AND E-LEARNING." In eLSE 2018. ADL Romania, 2018. http://dx.doi.org/10.12753/2066-026x-18-041.

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This paper explores the extent to which the teaching of interculturalism in a higher education environment may become more effective by resort to gamification and e-learning. To highlight the benefits of these, if any, we used two separate series of third-year students who attended the same course, while introducing the e-learning game elements to only one (Series 2), and then examined, at the end of the semester, the academic achievement of those who were exposed to the e-learning gamification activity in comparison with those who were not. This activity relied on Geert Hofstede and Michael M
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Richiteanunastase, Elenaramona, Alexandru robert Mihaila, Camelia Staiculescu, and Monica elisabeta Paduraru. "GAMEFICATION IN CAREER E-COUNSELLING." In eLSE 2013. Carol I National Defence University Publishing House, 2013. http://dx.doi.org/10.12753/2066-026x-13-023.

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In a world of the online, any company or organization attempts to remain on the market by any means possible. For this reason, in the virtual environment, marketing is reinventing itself. One of the marketing strategies used in the virtual environment is that of game elements introduction or even little games to attract new customers or to fidelize the current. Although at a first glimpse, gamefication is not an absolutely necessary strategy, gamefication could and should represent a new trend in counselling or education. Gamefication is an approach that uses game theory to increase user invol
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Bernardes, Mauri´cio M. S., and Jocelise Jacques de Jacques. "Simultaneous Development of Design and Production Through Virtual Work Teams: The Plaster House Game." In ASME 2010 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2010. http://dx.doi.org/10.1115/detc2010-29058.

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Problems in the process of product development often have roots in project management-related issues, such as communication flow, teamwork or even lack of knowledge about how to implement a simultaneous project. Hands-on activities based on real-world situations can be used to improve the learning process and train the abilities of future project managers, designers and producers, while stimulating participants to reflect on and discuss the group’s actions. This article describes an application of an activity referred to as the Plaster House Game. In this activity, students are organized in gr
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Ivan, Corina. "POKEMON GO, A FINANCIAL STRATEGY OR A MODERN FIGHT AGAINST SEDENTARY LIFESTYLE?" In eLSE 2017. Carol I National Defence University Publishing House, 2017. http://dx.doi.org/10.12753/2066-026x-17-153.

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Performance sports and sedentary lifestyle are two sides of the same coin. Conditioned by determination and work, achieving performance is much facilitated by the emergence and continuous improvement of electronic devices: simulators, software for the fine and detailed analysis of technical aspects, applications for data management and the prediction of competitive performances, etc. On the other hand, ordinary population not involved in sports activity is more or less sedentary. Paradoxically, the emergence of sedentary lifestyle has become possible just because of technological modernization
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Mas-Machuca, Marta, Alicia Jordan, and Cristina Tresserres. "Implementation of Game-based Learning in Higher Education: an example in HR Management." In Fifth International Conference on Higher Education Advances. Universitat Politècnica València, 2019. http://dx.doi.org/10.4995/head19.2019.9369.

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The benefits of game-based learning (GBL) are well justified in literature, but there are no abundant studies to its applications in different disciplines in Higher Education (HE). This method proposes a problem scenario within a play framework adding the elements of competition and chance. The main aim of this research is to describe and analyse the successful implementation of an application of a game-based learning in the subject of Human Resource Management (HRM) during the academic year 2018/2019. Students have had to face the resolution of a challenge in the field of HR proposed by a soc
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Silva, Júlia Veiga da, Yuri Silva Rosa, Luciana Foss, and Simone André da Costa Cavalheiro. "Battleships: A Digital Game for the Development of Computational Thinking in Elementary School." In Workshop sobre Educação em Computação. Sociedade Brasileira de Computação - SBC, 2023. http://dx.doi.org/10.5753/wei.2023.229541.

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Computational Thinking is a method used to solve problems, based on the fundamentals and techniques of Computer Science, which is present in the norms on computing in Basic Education (complement to the BNCC). In a few years, schools should be implementing such norms. Thus, it is essential that didactic resources, tools, as well as adequate training be made available to the school network. Therefore, in order to contribute to this, this work proposes a digital game that deals with the organization and searches for information, in order to introduce some concepts and techniques of Computational
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Reports on the topic "Organizational activity game"

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Slotiuk, Tetiana. CONCEPT OF SOLUTIONS JOURNALISM MODEL: CONNOTION, FUNCTIONS, FEATURES OF FUNCTIONING. Ivan Franko National University of Lviv, 2021. http://dx.doi.org/10.30970/vjo.2021.50.11097.

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The article examines the main features, general characteristics and essence of the concept of solutions journalism. The basic principles of functioning of this model of journalism in the western press and in Ukraine are given. The list and features of activity of the organizations, institutes and editorial offices supporting development of journalism of solutions journalism. The purpose of the publication is to describe the Solutions Journalism model: its features, characteristics and features of functioning, to find out the difference in the understanding of the concept of «solutions journali
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Petihakis, George, Johannes Karstensen, and Vicente Fernande. Observing Networks final Assessment. EuroSea, 2023. http://dx.doi.org/10.3289/eurosea_d3.18.

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This deliverable presents the Final Assessment of the observation and thematic networks as those represented in work package 3 of EuroSea, taking as a reference the information on Deliverable 3.2 Observing Network Initial Assessment. Following the same approach with D3.2 the original questionnaire was modified accordingly in order to depict the progress made on the same Network Attributes, Commitments and Benefits following the GOOS, OCG guidelines. The unforeseen COVID-19 pandemic had significant effects upon WP3 activities since the main mechanism foreseen to advance progress within the diff
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Zeba, Mattia, Roberta Medda-Windischer, Andrea Carlà, and Alexandra Cosima Budabin. Civic Education as Preventive Measure and Inclusionary Practice. Glasgow Caledonian University, 2025. https://doi.org/10.59019/ddzh5n65.

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In the framework of the D.Rad project, WP10 – entitled Civic education as preventive measure and inclusionary practice – seeks to prevent youth radicalisation through civic education and to identify new pedagogical methods and interactive, participatory tools for building pro-social resilience to radical ideologies. We consider as ‘civic education programs’ all those initiatives of instruction that aim at affecting “people’s beliefs, commitments, capabilities, and actions as members or prospective members of communities”1, as well as foster critical thinking and promoting “civic engagement and
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