1.

Record Nr.

UNINA9910777041903321

Autore

Kor Rudy

Titolo

59 checklists for project and programme managers / / Rudy Kor and Gert Wijnen

Pubbl/distr/stampa

London : , : Routledge, , 2016

ISBN

1-351-96301-5

1-315-26409-9

1-281-20798-5

9786611207984

0-7546-8191-2

Edizione

[2nd ed.]

Descrizione fisica

1 online resource (218 p.)

Altri autori (Persone)

WijnenGert

Disciplina

658.4/04

Soggetti

Project management

Lingua di pubblicazione

Inglese

Formato

Materiale a stampa

Livello bibliografico

Monografia

Note generali

"A Gower Book"--cover.

First published 2007 by Gower Publishing.

Nota di bibliografia

Includes bibliographical references (p. 197-198) and index.

Nota di contenuto

Cover; Contents; List of Figures; Acknowledgements; Introduction; 1 You Have to Choose the Right Approach; 2 Organising for Projects and Programmes - The Approach; 3 Organising All Involved - Checklists; 4 Leading Your Team - The Approach; 5 Helping Team Members Work Together - Checklists; 6 Managing Your Project - The Approach; 7 Initiating/Starting Your Project - Checklists; 8 Executing Your Project - Checklists; 9 Managing Your Programme - the Approach; 10 Starting and Executing Your Programme - Checklists; Glossary; Bibliography; Index

Sommario/riassunto

The practical approach taken by Rudy Kor and Gert Wijnen makes this an easy book to dip into to improve your project and programme management competences. The book covers a range of topics, including: choosing the right approach, organising for projects and programmes, team management, starting and executing projects, and programme management. For each topic, the book provides a series of checklists to lead you through the most important aspects of each subject. With such hands-on advice from acknowledged experts so easily available, this is a book which no project or programme manager



should

2.

Record Nr.

UNINA9911047827703321

Autore

Bucchiarone Antonio

Titolo

Engineering Educational Games for a Sustainable Society : Play, Learn and Transform / / edited by Antonio Bucchiarone, Valentina Rossi, Vanissa Wanick

Pubbl/distr/stampa

Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2025

ISBN

3-032-02591-5

Edizione

[1st ed. 2025.]

Descrizione fisica

1 online resource (385 pages)

Collana

Education Series

Disciplina

794.815

Soggetti

Video games - Programming

Educational technology

Software engineering

Education - Data processing

User interfaces (Computer systems)

Human-computer interaction

Game Development

Digital Education and Educational Technology

Software Engineering

Computers and Education

User Interfaces and Human Computer Interaction

Lingua di pubblicazione

Inglese

Formato

Materiale a stampa

Livello bibliografico

Monografia

Nota di contenuto

Part I: PLAY: Game-Based Learning for Engagement and Skills Development -- 1. A playful and transformative approach to Learning -- 2. Collaborative World-building as Problem-Solving: The Role of Tabletop Role-Playing Games in Sustainability Education -- 3. Using Tangible and Hybrid Interfaces to Address Student Collaboration and Mistakes in K-5 Computational Thinking Games -- 4. Exploring Digital Escape Room Games as Training Environments for Collaborative Problem-Solving Skills in Engineering Education -- Part II: LEARN:



Designing Educational Games for Sustainability and Systems Thinking -- 5. Beyond Human-Centric Play: A Review of Commercial Video Games to Inform More-Than-Human Serious Game Design -- 6. Students as Partners in Designing Educational Games for Sustainability: A Case Study from a Higher Education Institution in Pakistan -- 7. Forest SaVR – A Virtual-Reality Serious Game to Raise Awareness of Deforestation -- 8. Engineering Efficient and Robust Quest Systems for Educational Games by Considering Quest Theories and the Learning Domains -- Part III: TRANSFORM: Games for Policy, Inclusion, and Environmental Awareness -- 9. Exploring the potential of games design for policy making: review and applications -- 10. Serious game on serious problems – card-game on ESG information communication -- 11. From Deficiency to Proficiency in Engineering Education: Gamification for Sustainable Learning with CIAO! Course -- 12. The Cat’s Quest for Connection: A Case of Game Design as a Path for Accessible Culture with Students, Communities, and Museums -- 13. Comparing a Serious Game for Promoting Museum Visitors’ Engagement and the Traditional Guided Museum Visit.

Sommario/riassunto

This book explores innovative approaches to educational game development, emphasizing practical solutions and transformative learning experiences. As learning increasingly converges with digital culture, game-based learning and serious games offer compelling ways to spark curiosity, cultivate systems thinking and resilience, and create inclusive, sustainable educational experiences. The book is organized into three parts, Play, Learn, and Transform, which are deliberately interwoven, reflecting the fluid and iterative nature of game-based learning as a holistic approach to education and social change. First, Play advocates for a transformation in educational paradigms towards active, experiential, and playful learning methodologies. The four chapters showcase a variety of strategies to stimulate engagement, starting with hybrid settings and concluding with digital scenarios. Next, Learn delves into the intersection of educational game design and sustainability. Here, the chapters challenge conventional paradigms by introducing more-than-human perspectives, co-creative approaches, and immersive narratives. Lastly, Transform moves towards the broader societal impact of serious games, highlighting their potential in shaping policy, fostering inclusion, and enhancing public understanding of environmental and governance issues. The chapters in this part underscore how games engage diverse audiences and support collaborative learning and reveal how they can become platforms for collective inquiry, systemic reflection, and social change. This book is intended for those committed to advancing education through purposeful play, whether being a researcher seeking theoretical insights, an educator designing a curriculum or a class intervention, or a developer building the next generation of educational tools. Collectively, the works in this volume reaffirm that game-based learning is not merely a pedagogical technique but a medium for meaningful exploration, practicing collaboration, and supporting transformative learning.