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13,282 results on '"Active learning"'

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1. The Agile Student Practice Project: Simulating an Agile Project in the Classroom for a Real-World Experience

2. Teaching a Report-Oriented Business Intelligence Course: A Pedagogical Experience

3. Project-Based Pedagogy: The Client's Perspective

4. Four Corners of the World: Project-Based Learning in a Multicultural Virtual Environment

5. Exploration and Practice of 'Embedded System' Engineering Teaching Mode Based on CDIO Engineering Education Mode

6. Translating Green Economy Concepts into Practice: Ideas Pitches as Learning Tools for Sustainability Education

7. Teaching Sustainable Development through Entrepreneurial Experiences

8. Developing Change Readiness: A Video-Based Classroom Exercise

9. Teaching Tip: BPIsim: A Hands-On Simulation to Teach Cash-to-Cash Manufacturing Operating Cycle Processes in a Purchasing, Operations, and Supply Chain Management Context

10. Action Learning for Community Development in a Korean Context

11. Integrating Corporate Governance Concepts in the Classroom with the Risk Assessment Project

12. The Attitude of the College Students to Entrepreneurial Skills Development in the Subject E-Commerce

13. Beyond the Bake Sale: Fundraising and Professional Experience for Students Involved in an Information Systems Student Chapter

14. Development of Active Learning with Simulations and Games

15. Exploring the Relationship between Student Engagement and Common Business Knowledge: A Pilot Study

16. Enhancing Student Engagement in Business Sustainability through Games

17. Educational Solutions to Improve the Employability of Senior High School Learners

18. Undertaking Educational Research Following the Introduction, Implementation, Evolution, and Hybridization of Constructivist Instructional Models in an Australian PBL High School

19. Using Action Research to Enhance Learning on End-Use Energy Demand: Lessons from Reflective Practice

20. Teaching Business and Economic Journalism: Fresh Approaches

21. Taking Care of Business: Equipping Students to Become Business Journalists

22. 'Teaching Case': Who Renews? Who Leaves? Identifying Customer Churn in a Telecom Company Using Big Data Techniques

23. 'Teaching Tip': An Introduction to the Business Game 'Flowers for the World'

24. The Relationship between a Business Simulator, Constructivist Practices, and Motivation toward Developing Business Intelligence Skills

25. Exploring and Upgrading the Educational Business-Game Taxonomy

26. Economics through Inquiry: Creating Social Businesses in Fifth Grade

27. Using a Service Audit Project for Improving Student Learning in a Service-Marketing Course

28. Successful Implementation of a Computer-Supported Collaborative Learning System in Teaching E-Commerce

29. Learning Leadership Skills in a Simulated Business Environment

30. Engaging Marketing Students: Student Operated Businesses in a Simulated World

31. Internationalising Work-Integrated Learning: Creating Global Citizens to Meet the Economic Crisis and the Skills Shortage

32. Going for the Intrinsic Gold: A Collaborative Quizbowl Quest to Motivate Students and to Showcase Business Law Courses

33. An Entrepreneurial Strand in the Business Law Course: The Ice Cream Project

34. An eCommerce Development Case: Your Company's eCommerce Web Site

35. The Development of a Teaching Strategy for Implementing a Real-World Business Project into Database Courses

36. Measuring the Business Impact of E-Learning: An Empirical Study

37. Teaching Maori Students Business Issues: An Experiential Approach

38. Entrepreneurial orientation in Indonesian SMEs

39. Integración de las presentaciones Pecha Kucha en las metodologías ágiles

40. TEACHING ORGANIZATIONAL STRUCTURE THROUGH THE CASE METHOD

41. Situation-Aware Multivariate Time Series Anomaly Detection Through Active Learning and Contrast VAE-Based Models in Large Distributed Systems.

42. FOSTERING COMMUNICATION SKILLS IN ENTREPRENEURSHIP EDUCATION

43. Learning to Escape or Escaping to Have Fun? Do Educational Escape Rooms Positively Impact Students' Performance in Business Higher Education?

44. Role-Playing Games for Fostering Communication and Negotiation Skills.

45. Patent Issued for Method and system for image registration using an intelligent artificial agent (USPTO 12094116).

46. CREANDO CAPACIDADES: HACIA LA INDUSTRIA 5.0 EN LA FORMACIÓN DE INGENIEROS INDUSTRIALES

47. Patent Issued for Wearable device systems and methods for guiding physical movements (USPTO 11992727).

48. Creating Breadth in Business Education Through Service-Learning.

49. Advice for a Communicative Learning Environment

50. Boosting API Recommendation With Implicit Feedback

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