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Journal articles on the topic "Serious games, team effectivene"

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Wynn, Adam, Jingyun Wang, Ruisheng Han, and Ting-Chia Hsu. "Multiplayer Serious Games Supporting Programming Learning." European Conference on Games Based Learning 17, no. 1 (2023): 721–29. http://dx.doi.org/10.34190/ecgbl.17.1.1621.

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Computational thinking (CT) is crucial in education for providing a multifaceted approach to problem-solving. However, challenges exist such as supporting teachers' knowledge of CT and students' desire to learn it, particularly for non-technical students. To combat these challenges, Computer Supported Collaborative Learning (CSCL) has been introduced in classrooms and implemented using a variety of technologies, including serious games, which have been adopted across several domains aiming to appeal to various demographics and skill levels. This research focuses on a Collaborative Multiplayer
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Denholm, John A., Aristidis Protopsaltis, and Sara de Freitas. "The Value of Team-Based Mixed-Reality (TBMR) Games in Higher Education." International Journal of Game-Based Learning 3, no. 1 (2013): 18–33. http://dx.doi.org/10.4018/ijgbl.2013010102.

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This paper reports on a conducted study, measuring the perceptions of post-graduate students on the effectiveness of serious games in the classroom. Four games were used (Project Management Exercise, “Winning Margin” Business Simulation, Management of Change and Management of Product Design and Development) with scenarios ranging from product design to project management. The games might be classified as Team-Based Mixed-Reality (TBMR) games. The games were conducted over the period October 2010 to May 2011and the questionnaires conducted during June 2011. The results, from a sample size of 80
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Kaimara, Polyxeni, Emmanuel Fokides, Antonia Plerou, Pinelopi Atsikpasi, and Ioannis Deliyannis. "Serious Games Effect Analysis On Player's Characteristics." International Journal of Smart Education and Urban Society 11, no. 1 (2020): 75–91. http://dx.doi.org/10.4018/ijseus.2020010106.

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“Serious games” refer to games that go beyond pure entertainment and promote learning. They are utilized within a variety of learning environments enabling students to acquire knowledge and skills, while they offer wide benefits. The authors' team measured and analyzed various factors related to the gameplay and educational content when 2D and 3D serious games are introduced in the educational process. The main objective focused on the correlation of the University students' views that were sharing common characteristics, like gender, information and communication technology skills, game playi
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Barnabè, Federico, Maria Cleofe Giorgino, Jacopo Guercini, Caterina Bianciardi, and Vincenzo Mezzatesta. "Engaging professionals with serious games: the Lean Healthcare Lab at Siena University Hospital." Development and Learning in Organizations: An International Journal 31, no. 3 (2017): 7–10. http://dx.doi.org/10.1108/dlo-06-2016-0051.

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Purpose This paper aims to stimulate interest in the potentials of serious games within organizations. Through the examination of a case study, emphasis is given to serious games designed for health care (HC) organizations that are adopting lean thinking principles and tools. Design/methodology/approach The paper discusses how serious games can be designed and implemented in practice by describing a case study based on a HC organization. The program, now in its second year, has been used extensively to train HC professionals. Findings The article is based on the authors’ firsthand experience w
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Sharifzadeh, Nahid, Hadi Kharrazi, Elham Nazari, et al. "Health Education Serious Games Targeting Health Care Providers, Patients, and Public Health Users: Scoping Review." JMIR Serious Games 8, no. 1 (2020): e13459. http://dx.doi.org/10.2196/13459.

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Background Serious educational games have shown effectiveness in improving various health outcomes. Previous reviews of health education games have focused on specific diseases, certain medical subjects, fixed target groups, or limited outcomes of interest. Given the recent surge in health game studies, a scoping review of health education games is needed to provide an updated overview of various aspects of such serious games. Objective This study aimed to conduct a scoping review of the design and evaluation of serious educational games for health targeting health care providers, patients, an
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Oliveira, Rháleff N. R., Rafaela V. Rocha, and Denise H. Goya. "Planning the Design and Execution of Student Performance Assessment in Serious Games." Journal on Interactive Systems 12, no. 1 (2021): 172–90. http://dx.doi.org/10.5753/jis.2021.1907.

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Serious Games (SGs) are used to support knowledge acquisition and skill development. For this, there is a need to measure the results achieved (both during and after students play) to ensure the game effectiveness. In this context, the aim is to develop and evaluate the AvaliaJS, a conceptual model to structure, guide and support the planning of the design and execution of the student's performance assessment in SGs. AvaliaJS has two artifacts: a canvas model, for high-level planning, and an assessment project document, for more detailed specifications of the canvas. To analyze and exemplify t
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Levati, Sara, Massimo Bortolamei, Lucia Morellini, et al. "Game-based Training of Cognitive Functions: An Exploratory Study Involving Seniors in Switzerland." European Conference on Games Based Learning 18, no. 1 (2024): 541–50. http://dx.doi.org/10.34190/ecgbl.18.1.2683.

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The aging population is resulting in a worldwide rising prevalence of individuals experiencing cognitive decline, whether it be normal age-related changes or pathological conditions. Game-based training in the form of serious games represents an alternative way to enhance cognitive functions among older people. We developed a set of games to train multiple cognitive functions of seniors, considering that their level of digital literacy can vary greatly. A participatory approach has been applied to the development process, involving a multidisciplinary research team and older people. Interviews
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Olha, Borysova, Shutova Svitlana, Nagorna Viktoriia, Shlonska Olha, Serebriakov Oleh, and Mytko Artur. "CHARACTERISTICS OF COMPETITIVE ACTIVITY OF UKRAINIAN NATIONAL TEAMS IN SPORTS GAMES IN THE INTERNATIONAL AREA." Sport Science and Human Health 4, no. 2 (2020): 27–37. http://dx.doi.org/10.28925/2664-2069.2020.2.3.

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Introduction. At the present development stage of the high achievement sport, global transformations are taking place all over the world, which have influenced the intensification of competitive practices and the introduction of innovative technologies in the process of training elite athletes. Unfortunately, both external factors and internal political and economic problems in Ukraine become a serious obstacle to the effective competitive activity of national teams at major international sports competitions, namely: the socio-economic situation in the country calls into question the ability t
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Haddad, Naif A. "Multimedia and cultural heritage: a discussion for the community involved in children's heritage edutainment and serious games in the 21st century." Virtual Archaeology Review 7, no. 14 (2016): 61. http://dx.doi.org/10.4995/var.2015.4191.

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<p>Unfortunately, heritage education and awareness remains largely undervalued, as most efforts rely on in-person experiences in formal cultural institutions. While there have been many virtual applications in the field of heritage edutainment with multimedia technology, there are still not enough to make the required and hoped-for change for the children of the digital natives’ generation. However, with the rich resources in 3D imaging and interactive programming already at our disposal, we are well prepared to do so, given a coordinated effort. This paper deals with a key topic that ha
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Haddad, Naif A. "Multimedia and cultural heritage: a discussion for the community involved in children's heritage edutainment and serious games in the 21st century." Virtual Archaeology Review 7, no. 14 (2016): 61. http://dx.doi.org/10.4995/var.2016.4191.

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<p>Unfortunately, heritage education and awareness remains largely undervalued, as most efforts rely on in-person experiences in formal cultural institutions. While there have been many virtual applications in the field of heritage edutainment with multimedia technology, there are still not enough to make the required and hoped-for change for the children of the digital natives’ generation. However, with the rich resources in 3D imaging and interactive programming already at our disposal, we are well prepared to do so, given a coordinated effort. This paper deals with a key topic that ha
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Dissertations / Theses on the topic "Serious games, team effectivene"

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ARGENTON, LUCA UGO. "Multiplayer Serious Games and Team Effectiveness: the impact of different media on team dynamics." Doctoral thesis, Università degli Studi di Milano-Bicocca, 2016. http://hdl.handle.net/10281/105390.

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Networking and team working are becoming the foundations of human performance in educational, organizational and recreational settings. Here, new communities of practice are being established to promote an engagement economy that will be able to foster innovation and success by sustaining collaboration and group effectiveness. Among the different technologies that can support these processes, Serious Games are acquiring a prominent role. By fostering continuous learning experiences blended with ludic and engaging affordances, Serious Games have in fact been able to shape new opportunities fo
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Barbone, Roberto. "Virtual team building through serious games: the Scrumble case study." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2020. http://amslaurea.unibo.it/21742/.

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Alla luce dell'espansione delle tecnologie di virtualizzazione dei meeting, ancora più propagata in questo periodo di pandemia, nascono nuove occasioni per verificare e studiare la validità di un processo di apprendimento effettuato da remoto. Inserita in un contesto di sviluppo software agile, questa tesi si pone lo scopo di misurare come le capacità di team building di un gruppo di giovani studenti possano migliorare attraverso la ludicizzazione, propriamente detta Gamification, del modello di sviluppo agile Scrum. Scrumble, strumento della tesi da me impiegato, è un serious game che perco
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STRADA, FRANCESCO. "Augmented reality and serious games for learning: exploring potentialities, assessing effectiveness, and investigating user experience." Doctoral thesis, Politecnico di Torino, 2021. http://hdl.handle.net/11583/2942118.

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Bououd, Ikram. "Etude de la collaboration dans les environnements virtuels 3D et de l'impact de leur utilisation sur la performance des épuipes : entre management et conception des systèmes d'information." Thesis, Evry-Val d'Essonne, 2014. http://www.theses.fr/2014EVRY0003/document.

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La collaboration est de plus en plus distribuée et influencée par les technologies impliquées dans l'espace de travail. Les mondes virtuels 3D (VWs) sont des outils de collaboration riches, interactifs et prometteurs offrant une dimension visuelle plus réaliste dans la représentation de l'environnement de travail et ayant une capacité grandissante de simulation. Grâce aux avatars (représentation des utilisateurs), ils peuvent réinventer la notion de co-présence (le "being together") et de fournir des riches interactions sociales. Plusieurs chercheurs et praticiens sont particulièrement intéres
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Franklin, Dennis Michael. "SiMAMT: A Framework for Strategy-Based Multi-Agent Multi-Team Systems." 2017. http://scholarworks.gsu.edu/cs_diss/125.

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Multi-agent multi-team systems are commonly seen in environments where hierarchical layers of goals are at play. For example, theater-wide combat scenarios where multiple levels of command and control are required for proper execution of goals from the general to the foot soldier. Similar structures can be seen in game environments, where agents work together as teams to compete with other teams. The different agents within the same team must, while maintaining their own ‘personality’, work together and coordinate with each other to achieve a common team goal. This research develops strategy-b
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"Design, Development and Evaluation of Collaborative Team Training Method in Virtual Worlds for Time-critical Medical Procedures." Doctoral diss., 2014. http://hdl.handle.net/2286/R.I.24760.

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abstract: Medical students acquire and enhance their clinical skills using various available techniques and resources. As the health care profession has move towards team-based practice, students and trainees need to practice team-based procedures that involve timely management of clinical tasks and adequate communication with other members of the team. Such team-based procedures include surgical and clinical procedures, some of which are protocol-driven. Cost and time required for individual team-based training sessions, along with other factors, contribute to making the training complex and
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Books on the topic "Serious games, team effectivene"

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Oates, Thomas P. Man Management. University of Illinois Press, 2017. http://dx.doi.org/10.5406/illinois/9780252040948.003.0006.

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This chapter examines how commercial entertainments relating to the NFL advance a vision of idealized citizenship in the twenty-first century U.S. which is budget-conscious and market-oriented. The chapter extends the concerns with productivity, which were developed in the previous two chapters, focusing this interest on the construction of a financialized citizen, who is analytical and concerned with organizational strategies. Through football-related entertainments, these idealized figures are imagined as valorized men. The chapter focuses on promotions for the popular digital entertainments
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Books, Darts Score. Our Drinking Team Has a Serious Darts Problem: Darts Scorebook 100 Darts Score Sheets 6x9 Score Keeper Gift for Darts Lovers & Pub Games Lovers. Independently Published, 2019.

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Book chapters on the topic "Serious games, team effectivene"

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Folkestad, James Eric, Daniel H. Robinson, Brian McKernan, et al. "Analytics-Driven Design: Impact and Implications of Team Member Psychological Perspectives on a Serious Games (SGs) Design Framework." In Serious Games Analytics. Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-05834-4_12.

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Mashood, Faizuniza, Siti Fatimah Abdul Razak, Farah Izzati Yussof, Norishamsawati Ishak, and Afizan Azman. "Measuring Virtual Team Performance via Team-based Learning in Serious Games." In Advances in Social Science, Education and Humanities Research. Atlantis Press SARL, 2023. http://dx.doi.org/10.2991/978-2-38476-196-8_7.

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Busch, Philipp. "Serious Games for Peace Process Support in Yemen: Managing a Multicultural Team in a Fragile Context." In Transforming Society and Organizations through Gamification. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-68207-1_15.

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Kaimara, Polyxeni, Emmanuel Fokides, Antonia Plerou, Pinelopi Atsikpasi, and Ioannis Deliyannis. "Serious Games Effect Analysis On Player's Characteristics." In Research Anthology on Game Design, Development, Usage, and Social Impact. IGI Global, 2022. http://dx.doi.org/10.4018/978-1-6684-7589-8.ch078.

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“Serious games” refer to games that go beyond pure entertainment and promote learning. They are utilized within a variety of learning environments enabling students to acquire knowledge and skills, while they offer wide benefits. The authors' team measured and analyzed various factors related to the gameplay and educational content when 2D and 3D serious games are introduced in the educational process. The main objective focused on the correlation of the University students' views that were sharing common characteristics, like gender, information and communication technology skills, game playi
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Esbin, Howard Bennett. "Virtual Strangers No More." In Advances in IT Personnel and Project Management. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-4666-9688-4.ch017.

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In this chapter we examine how virtual team trust and effectiveness may be improved through the transformative power of serious games and creative process. To start we explore the pervasive lack of emotional intelligence within the workplace at an individual level and which we call ‘the EQ Gap'. This is followed by an examination of challenges faced by both traditional and virtual teams. We then consider how the same EQ Gap also manifests in both traditional and virtual teams as well. Indeed, it's worse for the latter. This leads to a review of the kinds of EQ training needed for both team typ
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Willems, Patrick. "How Serious Games Contribute to the Learning Experience of Engineering Students and Professionals." In Engineering Education Trends in the Digital Era. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-2562-3.ch009.

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Engineers in a globalizing world need innovative skills as well as learning capabilities. They often need to cooperate in different teams in the supply chain of a company. Thus, they should practice before they perform like athletes and musicians do, but they cannot practice by making mistakes since it would be an expensive way to learn. Serious business games serve as a platform for the exchange of ideas, the sharing of expertise, and the alignment of objectives. Higher productivity along with employee satisfaction are their most prominent outcomes. Engineers should be able to work in teams,
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Bauserman, Stewart, Lan Jin, John W. Sheffield, and Michael Mattingly. "Serious Cooperative Board Games as an Innovative Approach in a Study Abroad Course in Peru." In People-Centered Approaches Toward the Internationalization of Higher Education. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-3796-1.ch011.

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The chapter describes how creating and playing a serious cooperative board game to address energy sustainability in a study abroad course provides an opportunity for students to collaborate in culturally diverse teams and develop intercultural competence. Learning leadership skills through the method of Agile Game Play, including team building, communication, and cooperative interaction for a global benefit, is shown to be effective. The serious cooperative board game can be seen as not merely an interactive support tool, but as a method to generate innovative, people-centered, approaches that
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Isleyen Filiz, Gulkesen K. Hakan, Cinemre Buket, Samur M. Kemal, Zayim Nese, and Sen Kaya Semiha. "Evaluation of the Usability of a Serious Game Aiming to Teach Facial Expressions to Schizophrenic Patients." In Studies in Health Technology and Informatics. IOS Press, 2014. https://doi.org/10.3233/978-1-61499-432-9-662.

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In some psychological disorders such as autism and schizophrenia, loss of facial expression recognition skill may complicate patient's daily life. Information technology may help to develop facial expression recognition skill by educational software and games. We designed and developed an interactive web-based educational program with which we performed a usability study before investigating its effectiveness on the schizophrenia patients' ability of emotion perception. The purpose of this study is to describe the usability evaluation for a web-based game set that has been designed to teach fa
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Šimko, Jakub, Michal Tvarožek, and Mária Bieliková. "Semantics Discovery via Human Computation Games." In Semantic Web. IGI Global, 2013. http://dx.doi.org/10.4018/978-1-4666-3610-1.ch012.

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The effective acquisition of (semantic) metadata is crucial for many present day applications. Games with a purpose address this issue by transforming computational problems into computer games. The authors present a novel approach to metadata acquisition via Little Search Game (LSG) – a competitive web search game, whose purpose is the creation of a term relationship network. From a player perspective, the goal is to reduce the number of search results returned for a given search term by adding negative search terms to a query. The authors describe specific aspects of the game’s design, inclu
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"Team-Based Games for Leadership." In Enhancing Education and Training Initiatives Through Serious Games. IGI Global, 2018. http://dx.doi.org/10.4018/978-1-5225-3689-5.ch006.

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This chapter takes responsibility for defining and initiating the leadership ability of the students in relation to the workplace – not just now but the changing workplace they have ahead of them and not in the way it has been before but in a way which accommodates their different approach and attitudes. Using the team based approach the focus is on the range of skills they need to develop to become leaders in the modern and future workplace. This also includes looking at the leadership they themselves need to bring this about. In addition to exploring how this would manifest at staff operatio
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Conference papers on the topic "Serious games, team effectivene"

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Eleftheriou, Anastasia, Kalli Koulloufidou, Alexandros Petropoulos, and Kostas Kouvaris. "User Perceptions of Serious Games and Their Features." In 17th Education and Development Conference. Tomorrow People Organization, 2022. http://dx.doi.org/10.52987/edc.2022.014.

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Abstract. Two-way, interactive and tailored education is a more promising form of education compared to traditional one-way passive education, as early literature evidence suggests. However, building a serious game that can engage users in the same way as an entertainment game, while incorporating both learning and gamification elements can be quite complicated. That is why the game concept, technology and features need to be designed carefully, in a user driven way. The authoring team makes use of their expertise in serious games in order to include engaging learning activities for the partic
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Boyle, Liz, Fiona Hancock, Matt Seeney, and Laz Allen. "The Implementation of Team Based Assessment In Serious Games." In 2009 Conference in Games and Virtual Worlds for Serious Applications (VS-GAMES). IEEE, 2009. http://dx.doi.org/10.1109/vs-games.2009.12.

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Correia Deoliveira, Dominique, Yassin Rekik, and Stéphane Malandain. "GlasgowSim - Glasgow Coma Scale Simulation." In 12th International Conference on Human Interaction and Emerging Technologies (IHIET 2024). AHFE International, 2024. http://dx.doi.org/10.54941/ahfe1005492.

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The training of healthcare professionals is a tough and prolonged process that requires deep understanding of theoretical concepts as well as technical, non-technical skills. Commonly, during the early stages of medical education instructional techniques involve static and unrealistic learning materials, based on the old philosophies. Nowadays, traditional approaches are being replaced by novel methods focused on the use of the new technologies and advanced simulators. The use of serious games and VR simulation can contribute to the training and improvement of the skills of healthcare professi
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Ramachandran, Sowmya, Bart Presnell, and Rob Richards. "Serious games for team training and knowledge retention for long-duration space missions." In 2016 IEEE Aerospace Conference. IEEE, 2016. http://dx.doi.org/10.1109/aero.2016.7500503.

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Nobre, Matheus R. B., and Jéssyka Vilela. "An Experience Report of Utilizing the BPM Wheel Serious Game to Evaluate BPM Learning in Higher Education." In Workshop sobre Educação em Computação. Sociedade Brasileira de Computação - SBC, 2024. http://dx.doi.org/10.5753/wei.2024.3071.

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Business Process Management (BPM) is key for organizational improvement, focusing on efficiency, flexibility, and strategic alignment. Educating professionals in BPM provides them with the necessary skills for process optimization. However, there are few serious games and collaborative activities to improve BPM education, highlighting a gap in interactive learning resources. This work provides an experience report concerning applying the BPM Wheel serious game to assess the concepts of process analysis and performance indicators in a BPM discipline of the Bachelor of Information Systems at a p
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Bruzzone, Agostino G., Marina Massei, and Enrico Bocca. "Simulation Models and Serious Games for Project Team Training in Engineering, Procurement, Construction & Commissioning." In Power and Energy Systems. ACTAPRESS, 2012. http://dx.doi.org/10.2316/p.2012.761-016.

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Milis, George, Matthew Bates, Maria Saridaki, et al. "ADDRESSING EARLY SCHOOL LEAVING AND DISENGAGEMENT FROM EDUCATION THROUGH SERIOUS GAMES' CO-DESIGN." In eLSE 2015. Carol I National Defence University Publishing House, 2015. http://dx.doi.org/10.12753/2066-026x-15-101.

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The Europe 2020 strategy identifies drop out from i-VET or early school leaving (ESL) as a key challenge to meeting employment targets. The Code RED project (http://www.codered-project.eu) has been developed in response to the high levels of early school leaving, drop-out and exclusion from education that often lead to unemployment, poverty and social deprivation. In taking actions towards achieving its goals, the project has been experimenting with a (serious) games' co-design methodology [1] through a dedicated co-design workshops' series, run within 2014 in the UK, Greece, Italy and Cyprus.
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Mustata, Ioan cristian, Ioana raluca Guica, and Vlad Caras. "TEAM WORK AND STRATEGIC SKILLS DEVELOPMENT THROUGH THE USE OF THE GENERAL MANAGEMENT 2 BUSINESS SIMULATION." In eLSE 2019. Carol I National Defence University Publishing House, 2019. http://dx.doi.org/10.12753/2066-026x-19-144.

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The paper addresses several issues related to the use of the General Management 2 Business Simulation, especially the advantages and disadvantages of two different forms of required team work and decision making: decision making by meeting in person vs. decision making by remote collaboration using ITC communication instruments. The paper is testing if business decision making is better when the team members are working together being physically in the same room, compared to working together using e-communication. This is possible through a survey with participants to the General Management 2
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Draganov, Georgi, Ivan Sandanski, and Ivan Slavchev. "STUDY OF VIOLENCE AMONG BASKETBALL FANS IN BULGARIA." In INTERNATIONAL SCIENTIFIC CONGRESS “APPLIED SPORTS SCIENCES”. Scientific Publishing House NSA Press, 2022. http://dx.doi.org/10.37393/icass2022/138.

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ABSTRACT Basketball in Bulgaria has the image of an “intellectual” sport. The lack of serious incidents of violence among fans in the National Championship is the reason for the absence of a definition of the phenomenon as an important issue on the political agenda of the institutions. However, there are some cases of violence caused by “migrating” football fans in basketball. The main objective of the empirical study was to identify the main factors and causes of aggressive and violent behavior during the national championship games. A structured thematic survey among 704 basketball fans from
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Al-Hamdan, Mohammad, and Ahmad Al-Shammari. "Efficient and Cost-Effective Casing Leak Detection Methodology on Offshore Oil Fields." In International Petroleum Technology Conference. IPTC, 2022. http://dx.doi.org/10.2523/iptc-22574-ms.

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Abstract Maintaining well integrity is one of the critical factors in the oil and gas industry. It requires close monitoring during the life cycle of the well, especially in offshore fields, to maximize the well life cycle and avoid catastrophic failure. Casing and bonded cement are major components of well completion that secure oil and gas production paths from different overburden formations. However, casing leaks are a common issue that might lead to serious losses in oil and gas production, locked reserves due to formation damage, personnel injuries, and severe environmental impact. Thus,
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