Please use this identifier to cite or link to this item: http://hdl.handle.net/20.500.12188/29921
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dc.contributor.authorFustik, Vangelen_US
dc.contributor.authorRogleva, Nevenka Kitevaen_US
dc.contributor.authorPetrova, Natalijaen_US
dc.date.accessioned2024-04-05T09:43:27Z-
dc.date.available2024-04-05T09:43:27Z-
dc.date.issued2019-07-
dc.identifier.urihttp://hdl.handle.net/20.500.12188/29921-
dc.description.abstractThe paper makes insight in the current efforts of the universities to implement and perform practical knowledge to the engineering students in the business in a new economy of the new millennium and project environment they are working after graduation. The university education should be up-front in following the changes in the company’ strategy orientated towards projects with various types, sizes and categories. This challenge, especially in the engineering curricula, the universities and professors are faced with, needs their creative approach in delivering practical knowledge and skills to the young professionals that will be needed in their workplace. The examples of introducing gamification method in solving assignments at FEIT are presented and analyzed, as an positive experience for both students and professors.en_US
dc.publisherIEEEen_US
dc.subjectEngineering education, Gamification, Project management, Risk managementen_US
dc.titleGamification for Practical Engineering Education in Project and Risk Managementen_US
dc.typeArticleen_US
dc.relation.conferenceIEEE EUROCON 2019 -18th International Conference on Smart Technologiesen_US
dc.identifier.doi10.1109/eurocon.2019.8861900-
dc.identifier.urlhttp://xplorestaging.ieee.org/ielx7/8852488/8861510/08861900.pdf?arnumber=8861900-
item.grantfulltextopen-
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Appears in Collections:Faculty of Electrical Engineering and Information Technologies: Journal Articles
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