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A serious game for digital skill building among individuals at risk, promoting employability and social inclusion
dc.creator | Tsalapatas H., Heidmann O., Houstis E. | en |
dc.date.accessioned | 2023-01-31T10:11:08Z | |
dc.date.available | 2023-01-31T10:11:08Z | |
dc.date.issued | 2017 | |
dc.identifier | 10.1007/978-3-319-51055-2_12 | |
dc.identifier.isbn | 9783319510545 | |
dc.identifier.issn | 18678211 | |
dc.identifier.uri | http://hdl.handle.net/11615/79829 | |
dc.description.abstract | The EMPLOY project addresses the development of digital skills among young learners with the objective of enhancing their future employment opportunities in innovation-related sectors that are expected by policy makers to drive economic growth. Digital skills are considered among the basic and transversal competencies that are necessary in wide economic sectors and as such must be developed among individuals with diverse professional and career aspirations, independently of area. It also promotes the strategic deployment of ICT in education as a learning tool, and the development of ICT applications for learning and the integration of digital tools as complementary educational content within wider, blended learning and teaching processes. The integration of proposed technology and pedagogies offer broad learning benefits to both students and teachers by enhancing motivation, promoting long-term engagement with the learning process, providing timely and constructive feedback, and promoting critical and entrepreneurial thinking mind sets. © ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering 2017. | en |
dc.language.iso | en | en |
dc.source | Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST | en |
dc.source.uri | https://www.scopus.com/inward/record.uri?eid=2-s2.0-85009785432&doi=10.1007%2f978-3-319-51055-2_12&partnerID=40&md5=e208558c8618784840e7b86de9ac7e8e | |
dc.subject | Digital devices | en |
dc.subject | Economics | en |
dc.subject | Education | en |
dc.subject | Inclusions | en |
dc.subject | Teaching | en |
dc.subject | Constructive feedback | en |
dc.subject | Digital skills | en |
dc.subject | Educational contents | en |
dc.subject | Employability | en |
dc.subject | Employment opportunities | en |
dc.subject | Entrepreneurial thinking | en |
dc.subject | Serious games | en |
dc.subject | Strategic deployment | en |
dc.subject | Learning systems | en |
dc.subject | Springer Verlag | en |
dc.title | A serious game for digital skill building among individuals at risk, promoting employability and social inclusion | en |
dc.type | conferenceItem | en |
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