Keywords: educational games, company resources,
multi-lingual environments,
entrepreneuring education,
games in communication,
education in innovation,
education for sustainable development
Palavras-chave:
mercado de games no Brasil
Aennova. Disponível em <
http://www.aennova.com >. Acesso em 29 out. 2010.
KIM, B., PARK, H., BAEK, Y. (2009). Not just fun, but serious strategies: Using meta-cognitive strategies in game-based learning. Computers and Education , 800-810.
Online Games Leader Bigpoint Announces Summit Partners and TA Associates to Make $350 Million Investment. Available from <
http://www.myfoxal.com/story/14513553/online-games-leader-bigpoint-announces-summit-partners-and-ta-associates-to-make-350-million-investment >. access on 27 February 2011.
TA Associates, Summit Partners Agree to Buy Bigpoint on Online-Gaming Boom. Available from <
http://www.bloomberg.com/news/2011-04-26/ta-associates-summit-partners-agree-to-acquire-bigpoint-on-web-games-boom.html >. access on 27 February 2011.
WERNECK, Eduardo; CHANG, Maiga. Where Academics Meet the Real World: Difficulties Encountered When Conducting a Project for Designing a Game-Based Learning in a Company. Available from <
https://web.archive.org/web/*/http://icore.athabascau.ca/literature/files/werneck/95_Werneck+Chang.pdf >. access on 30 September 2011.
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http://pipl.com/directory/tags/Game
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GregorioIvanoff - 09 Dec 2010
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