Haku
Viitteet 621-630 / 990
New Knowledge and Skills to Second Grade Social and Health Care Teachers with Updating Training
(International Academy of Technology, Education and Development, 2019)
Co-creation with users and customers in living labs. : Integrating users and customers in companies' processes
(Laurea-ammattikorkeakoulu, 2011)
Study focuses on co-creation from the perspective of firms that involve customers and users into their innovation development. Specifically, the study investigates co-creation in the living lab context, which represents ...
Version Control Systems : Development, Comprehension and Rationalization of usage: Case Aalto University
(World Scientific and Engineering Academy and Society, 2017)
IT environments are a continuously changing entirety. Software and systems in these environments go through their lifecycles and then they are replaced with more advanced and economical solutions. This is a normal phenomenon ...
Managing art projects with societal impact : in a nutshell
(Sibelius Academy, 2016)
In contemporary economies, the intentional use of art to help overcome various societal issues has increased, and new ways of integrating art, society and overall well-being have emerged during recent years. The arts’ ...
Students as partners to organize an international conference : What did they learn?
(Finnish Social and Health Informatics Association, 2018)
In Finland higher education system consists of both theoretical universities and universities of applied sciences (UASs). Today students in higher education institutions are encouraged to find their way and teaching and ...
The effects of geographical competition and demand on grocery price premium
(Jyväskylän ammattikorkeakoulu, 2016)
Due to the duopolistic characteristics of the Finnish grocery retail trade proprietor-run stores operate as adaptive price setters on the market. This paper examined the effects of geographical competition and demand on ...
Soft Skills for Peacekeeping and Crisis Management Experts' Gaming for Peace Project
(Finnish Defence Forces International Centre, 2017)
Introduction: Gaming for Peace (GAP) Project
Gaming for Peace (GAP) was launched in September 2016. GAP is an EU H2020 Framework Programme for Research and Innovation project. The main goal of the project ...
Robots with and for the Elderly People : Case Study Based on Action Research
(International Academy of Technology, Education and Development, 2017)
There is a demand to promote elderly people´s health and wellbeing and to support them to cope and live independently at home. Based on earlier studies the main problems of elderly people who are living alone are loneliness, ...
Gender Differences in Perceptions of Conventional Video, Virtual Reality and Augmented Reality
(Kassel University Press, 2019)
TradeAway : Collaborative Game Design and Development as a Learning Environment
(Academic Conferences and Publishing International Limited, 2017)
Learning games and game-based learning have been taken into use in various fields of education. Even though the use of learning games has been widely studied, not enough is known about how to pedagogically design game ...









