Tag: <span>research</span>

Tag: research

Learning Agility – Become an Agile Learner for success in the Digital Age

Listen to the story {Play} VUCA, a term first described in 1985 by economists and university professors Warren Bennis and Burt Nanus, is often used to characterize the Digital Age. VUCA stands for Volatility, Uncertainty, Complexity, and Ambiguity. In this world, things change at a pace that is difficult for …

Virtual Reality environment with Eye-tracking to study the human mind

Listen to the story {Play} Using a virtual reality environment to study human cognitive processes is a developing research method with a multifold potential. The method applies to many different fields with different approaches. “When we search for a specific object in a scene, we seem to have developed a …

Eye-tracking technology – A problem-solver

The areas of use are many for eye-tracking technology, besides the augmented experience in games and other interactive applications, and the practical improvement of different human behavioural diagnoses like to discover dyslexia, assistive communication, market research, AR/VR, security system in vehicles, and research, etc. With Apple, Google, Tobii, Smarteye, and …

Oslo Science City opens – Entrepreneurship and Cross-border research

On August 19, the first innovation district of Norway was launched called Oslo Science City by Prime Minister Erna Solberg. Where the vision is that the area should be a melting pot for innovation, competence, research, and venture capital. The Prime Minister said the following at the opening: “I say …

Entrepreneurship Education at Universities – best practice

Research on Entrepreneurship Education at Universities from Örebro University in Sweden shows that best practice for this field requires a design thinking approach. The authors Gabriel Linton and Markus Klinton write as a background: “Entrepreneurship has traditionally been taught from a business administration perspective, where predicting the future is central …

Serious Games impact on behaviour in school and the web

When so-called serious games for learning purposes first was introduced the focus was set on its benefits to provide a purposeful, fun way to develop cognitive change and knowledge. But can this non-traditional teaching tool also be a source of behavioural change? Research from the eConfidence project and Schoolnet shows …