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Published in 2020 at "Procedia Manufacturing"
DOI: 10.1016/j.promfg.2020.04.104
Abstract: Abstract The usage of gamification in the contexts of commerce, consumption, innovation or eLearning in schools and universities has been extensively researched. However, the potentials of serious games to transfer and perpetuate knowledge and action…
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Keywords:
factories perpetuating;
serious games;
game;
knowledge ... See more keywords