Proceedings of the 2011 IEEE International Symposium on Sustainable Systems and Technology 2011
DOI: 10.1109/issst.2011.5936914
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Assessment of engineering student learning from structured computer game play

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Cited by 3 publications
(2 citation statements)
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“…Sometimes authors highlight the Millennials' knowledge of ecology principles and their adoption in consumption and lifestyle [84][85][86][87][88]. In other cases, Millennials are investigated to assess their interaction by ICT, e.g., the assessment of computer games to reach the triple bottom line [89,90] or their attitude towards sustainability and information technologies [91].…”
Section: Literature Reviewmentioning
confidence: 99%
“…Sometimes authors highlight the Millennials' knowledge of ecology principles and their adoption in consumption and lifestyle [84][85][86][87][88]. In other cases, Millennials are investigated to assess their interaction by ICT, e.g., the assessment of computer games to reach the triple bottom line [89,90] or their attitude towards sustainability and information technologies [91].…”
Section: Literature Reviewmentioning
confidence: 99%
“…Social aspects were also investigated, i.e., interaction amongst multiple generations of workers [49][50][51], behavioural assessment of various types of Millennials on the basis of the Great Recession, 9/11 and the election of the first African American US president [52], and Millennial behaviour regarding the decision to turn nursing activities into a working career [53]. Millennial perceptions of sustainability and the material effects of information technologies [54] were also verified with the ICT, i.e., assessment of the triple bottom line at computer games [55,56]. Last but not least, their opinions and purchase behaviour towards apparel products was also analysed [57].…”
Section: Millennials and Sustainabilitymentioning
confidence: 99%