Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 1 |
Since 2006 (last 20 years) | 2 |
Descriptor
Source
IGI Global | 1 |
MIT Press (BK) | 1 |
Author
Espinosa, Edgar Oliver… | 1 |
Rufo-Tepper, Rebecca | 1 |
Salen, Katie | 1 |
Shapiro, Arana | 1 |
Torres, Robert | 1 |
Wolozin, Loretta | 1 |
Publication Type
Books | 2 |
Collected Works - General | 1 |
Reports - Descriptive | 1 |
Education Level
Grade 10 | 1 |
Grade 11 | 1 |
Grade 12 | 1 |
Grade 6 | 1 |
Grade 7 | 1 |
Grade 8 | 1 |
Grade 9 | 1 |
Higher Education | 1 |
Postsecondary Education | 1 |
Secondary Education | 1 |
Audience
Students | 2 |
Teachers | 2 |
Administrators | 1 |
Researchers | 1 |
Location
Mexico | 1 |
New York | 1 |
South Africa | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Espinosa, Edgar Oliver Cardoso, Ed. – IGI Global, 2019
The knowledge society arises from the combination of four interdependent elements: the production of knowledge through research, its transmission through education, its dissemination through information and communication technologies, and its exploitation through innovation. For this reason, higher education institutions (HEIs) are the main…
Descriptors: Human Capital, Knowledge Economy, Knowledge Management, Innovation
Salen, Katie; Torres, Robert; Wolozin, Loretta; Rufo-Tepper, Rebecca; Shapiro, Arana – MIT Press (BK), 2011
Quest to Learn, an innovative school for grades 6 to 12 in New York City, grew out of the idea that gaming and game design offer a promising new paradigm for curriculum and learning. The designers of Quest to Learn developed an approach to learning that draws from what games do best: drop kids into inquiry-based, complex problem spaces that are…
Descriptors: Video Technology, Research and Development, Games, Educational Innovation