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Jobs and Skills in Industry 4.0: An Exploratory Research.

, , , , , and . APMS (1), volume 513 of IFIP Advances in Information and Communication Technology, page 282-288. Springer, (2017)

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Jobs and Skills in Industry 4.0: An Exploratory Research., , , , , and . APMS (1), volume 513 of IFIP Advances in Information and Communication Technology, page 282-288. Springer, (2017)Increasing middle school students' awareness and interest in manufacturing through digital game-based learning (DGBL)., , , and . Comput. Appl. Eng. Educ., 25 (5): 785-799 (2017)Learning in the Context of ManuSkills: Attracting Youth to Manufacturing Through TEL., , , and . EC-TEL, volume 9891 of Lecture Notes in Computer Science, page 207-220. Springer, (2016)Recommendations to Leverage Game-Based Learning to Attract Young Talent to Manufacturing Education., , , , , , and . JCSG, volume 10622 of Lecture Notes in Computer Science, page 187-202. Springer, (2017)Current Skills Gap in Manufacturing: Towards a New Skills Framework for Factories of the Future., , , , , and . APMS (1), volume 438 of IFIP Advances in Information and Communication Technology, page 175-183. Springer, (2014)The Use of Digital Game Based Learning in Manufacturing Education - A Case Study., , , and . HCI (25), volume 10925 of Lecture Notes in Computer Science, page 185-199. Springer, (2018)An Ontology-Based Model for Training Evaluation and Skill Classification in an Industry 4.0 Environment., , , and . APMS (1), volume 513 of IFIP Advances in Information and Communication Technology, page 314-321. Springer, (2017)Attracting Young Talents to Manufacturing: A Holistic Approach., , , , , , , , and . APMS (2), volume 439 of IFIP Advances in Information and Communication Technology, page 626-633. Springer, (2014)Learning and motivational effects of digital game-based learning (DGBL) for manufacturing education -The Life Cycle Assessment (LCA) game., , , , and . Comput. Ind., (2018)