Fuzzy Tool for Crowdfunding Readiness Level Assessment for Innovative Projects
暂无分享,去创建一个
[1] A. Ionică,et al. Exploring the Crowdfunding Opportunities for HE Innovative Projects , 2022, International Journal of Economics and Statistics.
[2] H. Baber. Entrepreneurial and Crowdfunding Intentions of Management Students in South Korea , 2022, World Journal of Entrepreneurship, Management and Sustainable Development.
[3] H. Baber,et al. Motivations behind backers’ contributions in reward-based crowdfunding for movies and web series , 2021 .
[4] M. Leba,et al. QFD embedded Agile approach on IT startups project management , 2020 .
[5] Gamification in Higher Education: Implications to Improve Entrepreneurship Education , 2019, Proceedings of the 12th European Conference on Game Based Learning.
[6] Balraj Kumar,et al. GAMIFICATION IN EDUCATION - LEARN COMPUTER PROGRAMMING WITH FUN , 2017 .
[7] D. Dicheva,et al. Gamifying education: what is known, what is believed and what remains uncertain: a critical review , 2017, International Journal of Educational Technology in Higher Education.
[8] José Martí Parreño,et al. The use of gamification in education: a bibliometric and text mining analysis , 2016, J. Comput. Assist. Learn..
[9] Galia Angelova,et al. Gamification in Education: A Systematic Mapping Study , 2015, J. Educ. Technol. Soc..
[10] Juho Hamari,et al. Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification , 2014, 2014 47th Hawaii International Conference on System Sciences.
[11] Chung-Ho Su,et al. A Mobile Game-based Insect Learning System for Improving the Learning Achievements , 2013 .
[12] Alessandro De Gloria,et al. A Gamified Short Course for Promoting Entrepreneurship among ICT Engineering Students , 2013, 2013 IEEE 13th International Conference on Advanced Learning Technologies.
[13] Geoff R. Goehle. Gamification and Web-based Homework , 2013 .
[14] K. Erenli,et al. The impact of gamification: A recommendation of scenarios for education , 2012, 2012 15th International Conference on Interactive Collaborative Learning (ICL).
[15] Jacobijn Sandberg,et al. Mobile English learning: An evidence-based study with fifth graders , 2011, Comput. Educ..
[16] Shouzhen Zeng,et al. An Extension of OWAD Operator and Its Application to Uncertain Multiple-Attribute Group Decision-Making , 2016, Cybern. Syst..
[17] Rula Al-Azawi,et al. Educational Gamification Vs. Game Based Learning: Comparative Study , 2016 .
[18] Minjing Peng,et al. An E-Commerce Customer Service Robot Based on Intention Recognition Model , 2016, J. Electron. Commer. Organ..
[19] Daniel Palacios Marqués,et al. A New Model for Interactive Group Decision Making with Intuitionistic Fuzzy Preference Relations , 2016, Informatica.