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Towards the Operationalization of Trust Relationships in Networked Organizations.

, , , и . REV, том 298 из Lecture Notes in Networks and Systems, стр. 256-267. Springer, (2021)

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Deploying Serious Games for Management in Higher Education: lessons learned and good practices., , , , и . EAI Endorsed Trans. Serious Games, 1 (3): e4 (2014)Verkehrsvermeidende und -verlagernde Transportnetzwerk-Optimierung für Abfälle und Wertstoffe aus der Region Hamburg (V-TOP), и . (2004)REFQUEST: A Multiplayer On-Line Game to Support Idea Creation in Innovation Processes - An Ideation Game from the Laboranova Project., и . WEBIST (2), стр. 447-454. INSTICC Press, (2008)An activity theory-based model for serious games analysis and conceptual design., , , , , , , и . Comput. Educ., (2015)Constructing Gamified Learning Experiences., , , , и . GALA, стр. 310-315. Springer International Publishing, (2022)Workshop on the Use of Serious Games in the Education of Engineers., , и . VS-GAMES, том 15 из Procedia Computer Science, стр. 341-342. Elsevier, (2012)Status and Trends of Serious Game Application in Engineering and Manufacturing Education., , , , и . ISAGA, том 8264 из Lecture Notes in Computer Science, стр. 77-84. Springer, (2013)Applying and Facilitating Serious Location-Based Games., , , и . ICEC, том 12523 из Lecture Notes in Computer Science, стр. 104-109. Springer, (2020)Recommendations to Leverage Game-Based Learning to Attract Young Talent to Manufacturing Education., , , , , , и . JCSG, том 10622 из Lecture Notes in Computer Science, стр. 187-202. Springer, (2017)Sepsis Fast Track: A simulation game for Clinical education based on the Sepsis Fast Track protocol., , , , и . SeGAH, стр. 1-8. IEEE Computer Society, (2016)