User Satisfaction with Organizational Learning Time-Efficiency in Topaasia Cards
暂无分享,去创建一个
[1] Charalampos Mainemelis,et al. Ideas are born in fields of play: Toward a theory of play and creativity in organizational settings , 2006 .
[2] Jörn Messeter,et al. Formatting design dialogues – games and participation , 2008 .
[3] Otso Hannula,et al. Played Into Collaborating , 2016 .
[4] Y. Engeström,et al. Perspectives on activity theory: Innovative learning in work teams: Analyzing cycles of knowledge creation in practice , 1999 .
[5] Amy K. Landers,et al. An Empirical Test of the Theory of Gamified Learning , 2014 .
[6] Tuuli Mattelmäki,et al. Taking design games seriously: re-connecting situated power relations of people and materials , 2014, PDC.
[7] Tuuli Mattelmäki,et al. Design games in codesign: as a tool, a mindset and a structure , 2014 .
[8] Henrik Sproedt,et al. Service Design Games as Innovation Tools, Knowledge Creators, and Simulation/Games , 2016 .
[9] Juho Hamari,et al. Computer Games and Organization Studies , 2017 .
[10] Carla Cipolla,et al. From Game Design to Service Design , 2016 .
[11] Haridimos Tsoukas,et al. A Dialogical Approach to the Creation of New Knowledge in Organizations , 2009, Organ. Sci..
[12] Kirsikka Vaajakallio,et al. Design games as a tool, a mindset and a structure , 2012 .
[13] Y. Engeström,et al. Learning by expanding: An activity-theoretical approach to developmental research , 2014 .
[14] Kai Kuikkaniemi,et al. Someone Elseand#8217;s Shoes - Using Role-Playing Games in User-Centered Service Design , 2012 .
[15] S. Gherardi. Organizational Learning: The Sociology of Practice , 2015 .