Projekter pr. år
Abstract
This article examines the use of a novel method of delivery of creativity training: a gamified embodied e-learning module for teaching the creative skills fundamental for practical business innovation. The e-module “Academy for Creativity” is examined as an out-of-class study activity for creativity training using interviews with focus groups of students, questionnaires on a larger group of students and individual interviews with teachers. The results reveal embodied gamified e-learning on creativity as a potential for increasing student motivation and engagement as well as a potential for advancing and increasing focus and student time spent on the deliberate practice of creativity as part of business innovation studies. The results also present recommendations for how to implement embodied gamified e-learning on creativity as a natural part of classes on business innovation.
Originalsprog | Engelsk |
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Tidsskrift | Journal of Creativity and Business Innovation |
Vol/bind | 5 |
Sider (fra-til) | 62-75 |
Antal sider | 14 |
ISSN | 2351-6186 |
Status | Udgivet - 2019 |
Fingeraftryk
Dyk ned i forskningsemnerne om 'Online Gamified Training for Business Innovation: Examining an Embodied Gamified E-learning Module on Creativity'. Sammen danner de et unikt fingeraftryk.Projekter
- 2 Afsluttet
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CREMO: CReativity E-MOdules in Education
Byrge, C. (PI (principal investigator)), Nielsen, C. (Projektleder) & Kristiansen, K. B. (Projektkoordinator)
01/08/2015 → 31/07/2018
Projekter: Projekt › Forskning
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Creativity for Students in Higher Education
Byrge, C. (Projektleder)
01/04/2013 → 01/04/2016
Projekter: Projekt › Forskning
Impacts
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162.000+ VBN downloads of my works in the period from 2006-2020.
Byrge, C. (Deltager)
Impact: Social impact