World Journal of Science, Technology and Sustainable Development

Category:

Environmental Management / Environment

Table Of Contents: Volume 14 Issue 2/3 - Special Issue: Gamification, serious games, simulations, and immersive learning environments in knowledge management initiatives

Gamification, serious games, simulations, and immersive learning environments in knowledge management initiatives

Allam Ahmed, Michael J.D. Sutton

The purpose of this paper is to provide an in-depth and critical review of the literature and theories on knowledge, knowledge management (KM) as well as the concepts and…

FUNIFICATION 2.0

Carlos Francisco Bitencourt Jorge, Michael J.D. Sutton

The purpose of this paper is to review the concepts of “fun and play” and propose a preliminary model that suggests potential benefits for quantitatively/qualitatively…

How do the top 40 business schools in the UK understand, teach and implement KM in their teaching?

Allam Ahmed

The emergence of “knowledge economies” brings along new lenses to organizational management and behaviour. One of the key concepts at the heart of this new wave is…

I gamified my courses and I hate that…

Mikolaj Sobocinski

Gamification seems to solve all our problems in education. Students become engaged and motivated – they learn so much more than in the traditional system. Conducting…

Changing the game: a case for gamifying knowledge management

Agnessa Shpakova, Viktor Dörfler, Jill MacBryde

This exploratory paper investigates gamification as a medium for knowledge workers to interact with each other. The purpose of this paper is to open the discussion around…

The hero’s learning journey

Natalie Casandra Denmeade

The purpose of this paper is to discuss how educators can harness the natural momentum of learning to create a dramatic and exciting hero’s learning journey. Given the…

SMART KM model

Allam Ahmed, Mohamed Elhag

The purpose of this paper is to critically address the key issues facing organisations in implementing knowledge management (KM) initiatives and frameworks and how to…

Serious game: Knoco’s Bird Island, making the point for KM

Stephanie Barnes, Nick Milton

Knowledge management really does make a difference; it is not just an academic idea. There are lots of case studies and examples of knowledge management activities having…

Flow, leadership and serious games – a pedagogical perspective

Zoltan Buzady

The purpose of this paper is to briefly outline the relevance of flow, a core concept of positive psychology increasingly applied in leadership development and in serious…

Project System: totalitarian utopia as a role-playing game

Lujza Kotryová

The purpose of this paper is to determine how to educate people about complicated social topics or politics?; how to lead them to critical thinking?; and how to convey…

Architecture guideline for game-based stroke rehabilitation

Mehran Kamkarhaghighi, Pejman Mirza-Babaei, Khalil El-Khatib, Kathrin M. Gerling

Strokes are the most common cause of long-term disability of adults in developed countries. Continuous participation in rehabilitation can alleviate some of the…

Low-end haptic devices for knee bone drilling in a serious game

Minh Nguyen, Mohammed Melaisi, Brent Cowan, Alvaro Joffre Uribe Quevedo, Bill Kapralos

The purpose of this paper is to examine the application of low-end, low-fidelity (gaming/consumer-level) haptic devices for medical-based, surgical skills development…

A gamified approach for engaging teams in corporate innovation and entrepreneurship

Rui Patricio

The purpose of this paper is to explain the link between gamification and innovation and describes the use of a particular gamified method and tool, which helps teams get…

ISSN:

2042-5945

Online date, start – end:

2010

Copyright Holder:

Emerald Publishing Limited

Open access:

hybrid

Editor:

  • Prof Allam Ahmed