Gaming Methods as an Educational Instrument of Project Manager´s Competencies Increase
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F70883521%3A28120%2F17%3A63510222" target="_blank" >RIV/70883521:28120/17:63510222 - isvavai.cz</a>
Výsledek na webu
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DOI - Digital Object Identifier
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Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Gaming Methods as an Educational Instrument of Project Manager´s Competencies Increase
Popis výsledku v původním jazyce
The aim of presented paper is to present gamingmethods to teach Management at the secondary schools towards the increase of the future project manager´s competencies and his labor market placement.The concept is anticipated with the analysis of information sourcesdescribing gaming methods and their principles with an emphasison managerial competencies increase.Next in form of research we identify, if gaming methods are attractive for secondary school pupils and through the interviews with teachers of economical subjects we identify the possibilities of using these methods in the Management teaching on secondary schools with the impact on the increase of competencies of future project managers. The core of the work is the design of specific gaming methods for teaching the subject Management, which were actually implemented in the classroom. Questionnaire survey with pupils identifies strengths and weaknesses of the use of these methods and validates the use of these methods.
Název v anglickém jazyce
Gaming Methods as an Educational Instrument of Project Manager´s Competencies Increase
Popis výsledku anglicky
The aim of presented paper is to present gamingmethods to teach Management at the secondary schools towards the increase of the future project manager´s competencies and his labor market placement.The concept is anticipated with the analysis of information sourcesdescribing gaming methods and their principles with an emphasison managerial competencies increase.Next in form of research we identify, if gaming methods are attractive for secondary school pupils and through the interviews with teachers of economical subjects we identify the possibilities of using these methods in the Management teaching on secondary schools with the impact on the increase of competencies of future project managers. The core of the work is the design of specific gaming methods for teaching the subject Management, which were actually implemented in the classroom. Questionnaire survey with pupils identifies strengths and weaknesses of the use of these methods and validates the use of these methods.
Klasifikace
Druh
J<sub>SC</sub> - Článek v periodiku v databázi SCOPUS
CEP obor
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OECD FORD obor
50204 - Business and management
Návaznosti výsledku
Projekt
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Návaznosti
V - Vyzkumna aktivita podporovana z jinych verejnych zdroju
Ostatní
Rok uplatnění
2017
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název periodika
International Journal of Applied Business and Economic Research
ISSN
0972-7302
e-ISSN
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Svazek periodika
15
Číslo periodika v rámci svazku
6
Stát vydavatele periodika
IN - Indická republika
Počet stran výsledku
11
Strana od-do
131-141
Kód UT WoS článku
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EID výsledku v databázi Scopus
2-s2.0-85019407015