Haku
Viitteet 151-160 / 171
Enhancing Employability through Experiential Learning and Reflective Learning
(Filodiritto Editore, 2019)
This paper presents the experiences from both students and coaches of a project between Haaga-Helia University of Applied Sciences (Porvoo Campus, Finland) and NHL StendenUniversity of Applied Sciences (Emmen Campus, ...
Arts audiences in Finland
(Kulttuuripolitiikan tutkimuksen seura, 2017)
A survey conducted in 2013 by the Finnish Cultural Foundation studied Finnish views on and thoughts about culture and its consumption. About 30 % in the sample had not visited any cultural attractions or events. The main ...
Mastering digital transformation in sales: A research agenda going forward
(Global Sales Science Institute, 2019)
As buyers increasingly become more tech-savvy and consequently more demanding, it is imperative that sales organizations keep pace with their customers and work on a digital transformation strategy. However, a look at the ...
The Geography of Sport in Finland
(Athens Institute for Education and Research, 2017)
The main purpose of this study is to answer: Why do teams survive in some locations? How many top teams can a particular town can sustain? How differentiated are these towns in terms of different sports?. The purpose is ...
Capturing Knowledge Co-Creation with the Practice Ecosystem Framework in Business and Academia Collaboration
(Mednarodna fakulteta za družbene in poslovne študije, 2019)
This paper demonstrates how the evolutionary knowledge co-creation processes captured with the practice ecosystem framework in business and academia collaboration. Data are collected from 91 organizations in Finland during ...
Why did electronic B2B marketplaces fail?
(HAAGA-HELIA University of Applied Sciences, 2010)
There Is Still No “Fit For All” IS Development Method: Business Development Context and IS Development Characteristics Need to Match
(Hawai'i International Conference on System Sciences, 2018)
Information systems development has returned to strategic management due to the increase of software enabled businesses. We investigated two failed IS development projects using the exploratory case study method. One of ...
Science Spots AR: a platform for science learning games with augmented reality
(Springer, 2016)
Lack of motivation and of real-world relevance have been identified as reasons for low interest in science among
children. Gamification and storytelling are prominent methods for generating intrinsic motivation in learning. ...
Hungry for Finland! : researching and analyzing FOOD&TOURISM in Finland : best practices and tools
(HAAGA-HELIA University of Applied Sciences, 2015)
Assessments of User Centered Design Framework for M-learning Application Development
(Springer, 2015)
This paper presents the evaluation criteria and process of the User Centered Design (UCD) framework for m-learning application development. Based on the proposed UCD framework we have designed and developed five mobile ...









