default search action
International Journal of Advanced Corporate Learning, Volume 11
Volume 11, Number 1, 2018
- David A. Guralnick:
Foreword from the Editor. 4 - Tina Balavadze, Tatia Zhgenti:
The Bank of Georgia Learning Hub. 5-9 - Monika Hattinger, Kristina Eriksson:
Co-construction of Knowledge in Work-Integrated E-learning Courses in Joint Industry-University Collaboration. 10-16 - Annika Jokiaho, Birgit May, Marcus Specht, Slavi Stoyanov:
Barriers to using E Learning in an Advanced Way. 17-22 - Barbara Kieslinger, Juliet Tschank, Teresa Schaefer, Claudia Magdalena Fabian:
Working in Increasing Isolation? How an International MOOC for Career Professionals Supports Peer Learning across Distance. 23-30 - Walter Koch, Jochen Schachenreiter, Klaus Vogt, Gerda Koch, Wolfgang Göderle:
Teaching Technology Usage in the ENT Medical Subdomain via a Flipped Classroom Approach. 31-35 - Nelida Nedelcut, Ciprian Gabriel Pop, Amalia Nedelcut:
Distance Learning in the Musical Field in Romania through European-Funded Projects. 36-43 - Fernando Salvetti, Barbara Bertagni, Pierluigi Ingrassia, Filippo Gabriele Pratticò:
HoloLens, Augmented Reality and Teamwork: Merging Virtual and Real Workplaces. 44-47 - Sigrid Schefer-Wenzl, Igor Miladinovic:
Teaching Software Engineering with Gamification Elements. 48-51
Volume 11, Number 2, 2018
- Cindy Londt, Lize Moldenhauer:
Best Practice Focused Occupationally-Directed Education, Training and Development Practice Prospects Linked to Workplace E-learning. 4-10 - Valeria Carolina León Ramírez, Cecilia Lorena Velarde Flores, Marisol Rodríguez Borbón, Sacnicté Valdez del Río, Marco Alberto Nuñez Ramírez:
Absorptive Capacities and Innovation in Graduated Companies from a Business Incubator in the North of Mexico. 11-15
- Yaoxian Zhuang, Liyan Wang, Feng-Kuang Chiang:
The Design and Development of a Mobile Phone Application for STEM based on a Novel Engineering Approach. 16-20
- Claudia Alcelay:
Play and Learn 3D (PAL3D®) A collaborative Way of Learning Project Management with Minecraft®. 21-23 - Bethany E. Kok, Declan Dagger, Conor Gaffney, Austin Kenny:
Experiential Learning at Scale with Computer-Based Roleplay Simulations. 24-26 - Katharine B. Nielson:
Case Study: Voxy "English for Software Engineering" - The Conception and Creation of an E-Learning English-Language Course Tailored to Learners' Real-World Needs. 27-29
manage site settings
To protect your privacy, all features that rely on external API calls from your browser are turned off by default. You need to opt-in for them to become active. All settings here will be stored as cookies with your web browser. For more information see our F.A.Q.