This paper discusses the ways in which design games are used as scaffolds for knowledge creation. Using players’ reports on time-efficiency in deployments of Topaasia Cards, it demonstrates that play appears to foster creative dialogue and meaningful interaction that lead to user experiences of positive organizational knowledge creation.
CITATION STYLE
Hannula, O., & Harviainen, J. T. (2018). User satisfaction with organizational learning time-efficiency in topaasia cards. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 10825 LNCS, pp. 103–109). Springer Verlag. https://doi.org/10.1007/978-3-319-91902-7_10
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