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Auswahl der wissenschaftlichen Literatur zum Thema „Co-creativity sessions“
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Zeitschriftenartikel zum Thema "Co-creativity sessions"
Hurley, Erin, Jakob Trischler und Timo Dietrich. „Exploring the application of co-design to transformative service research“. Journal of Services Marketing 32, Nr. 6 (10.09.2018): 715–27. http://dx.doi.org/10.1108/jsm-09-2017-0321.
Der volle Inhalt der QuelleMäkelä, Tiina, Kristof Fenyvesi und Matias Mäki-Kuutti. „Developing a Pedagogical Framework and Design Principles for STEM Learning Environment Design“. Journal of Research in STEM Education 6, Nr. 1 (28.06.2020): 1–17. http://dx.doi.org/10.51355/jstem.2020.74.
Der volle Inhalt der QuelleBahia, Sara. „DA COMPETIÇÃO À COOPERAÇÃO: UM OBJETIVO PRIMORDIAL DOS PROGRAMAS DE ENRIQUECIMENTO“. International Journal of Developmental and Educational Psychology. Revista INFAD de Psicología. 7, Nr. 1 (30.01.2017): 279. http://dx.doi.org/10.17060/ijodaep.2014.n1.v7.799.
Der volle Inhalt der QuelleMichel, Hervé, Hélène Prévôt-Huille, Raphaël Koster, Fiona Ecarnot, Zoé Grange und Stéphane Sanchez. „What is a “Good Life”: Protocol for a qualitative study to explore the viewpoint of older persons“. PLOS ONE 16, Nr. 12 (23.12.2021): e0261741. http://dx.doi.org/10.1371/journal.pone.0261741.
Der volle Inhalt der QuelleGondola, Joan C., und Bruce W. Tuckman. „Effects of a Systematic Program of Exercise on Selected Measures of Creativity“. Perceptual and Motor Skills 60, Nr. 1 (Februar 1985): 53–54. http://dx.doi.org/10.2466/pms.1985.60.1.53.
Der volle Inhalt der QuelleLaMarre, Andrea, Siobhán Healy-Cullen, Jessica Tappin und Maree Burns. „Honouring Differences in Recovery: Methodological Explorations in Creative Eating Disorder Recovery Research“. Social Sciences 12, Nr. 4 (20.04.2023): 251. http://dx.doi.org/10.3390/socsci12040251.
Der volle Inhalt der QuelleWan, Qian, Siying Hu, Yu Zhang, Piaohong Wang, Bo Wen und Zhicong Lu. „"It Felt Like Having a Second Mind": Investigating Human-AI Co-creativity in Prewriting with Large Language Models“. Proceedings of the ACM on Human-Computer Interaction 8, CSCW1 (17.04.2024): 1–26. http://dx.doi.org/10.1145/3637361.
Der volle Inhalt der QuelleOrr, Nikolas, Benjamin Matthews, Zi Siang See, Andrew Burrell, Jamin Day und Divya Seengal. „Transdisciplinarity in extended reality (XR) research design: Technological transformation and social good (co-creation session at XR + Creativity Symposium, University of Newcastle, 2020)“. Virtual Creativity 11, Nr. 1 (01.06.2021): 163–79. http://dx.doi.org/10.1386/vcr_00048_1.
Der volle Inhalt der QuellePerkins, Tanya. „Strang(er) Places: Collaborative Creativity in Real and Virtual Spaces“. Journal of Teaching and Learning with Technology 8, Nr. 1 (06.08.2019): 99–107. http://dx.doi.org/10.14434/jotlt.v8i1.26744.
Der volle Inhalt der QuelleBiondo, Jacelyn, und Karolina Bryl. „S190. WHEN WORDS AREN’T ENOUGH: DANCE/MOVEMENT THERAPY AND SCHIZOPHRENIA“. Schizophrenia Bulletin 46, Supplement_1 (April 2020): S110—S111. http://dx.doi.org/10.1093/schbul/sbaa031.256.
Der volle Inhalt der QuelleDissertationen zum Thema "Co-creativity sessions"
Coustillac, Lili. „Méthodes et outils pour soutenir l’éco-conception dans un laboratoire d’innovation industriel“. Electronic Thesis or Diss., Compiègne, 2023. http://www.theses.fr/2023COMP2784.
Der volle Inhalt der QuelleTo remain competitive, companies must be innovative and regularly offer new products, services, processes, etc. If, for a long-time, innovation has focused on the technical dimension, today it relies on three main levers: prices, technology and uses. Recently, sustainable innovation, which consists in innovating while considering the environmental impacts, is also considered as an additional innovation lever. To meet these new demands, particularly around innovation through use and sustainable innovation, companies are no longer wondering if they should innovate but rather how to do so. They “seek to renew their methods of innovation and creation”. New methods and tools are deployed in an industrial context. One of the practices proposed is the establishment of new places, dedicated to innovation, inspired by the maker movement such as FabLabs, Living labs, Hackerspaces, Makerspaces, ... These new spaces, supported by various actors, renew the modalities of innovation and creation through the implementation of collaborative and iterative processes. Their objectives are to put uses back at the heart of innovation processes, to focus the process on the user and his needs, to give a new impetus to the exploration and innovation processes of companies, to upgrade practical skills and adapt to a context of deindustrialization. To achieve these objectives, these innovation laboratories are based on three main pillars: a place characterized by a particular architecture, layout and decor that influence the behavior of participants; a team composed of diverse and heterogeneous actors such as researchers, engineers as well as experts in methods and tools of creativity and prototyping and finally methods to facilitate and support the generation of ideas and group work, notably through co-creativity sessions. In the context of sustainable innovation, very few tools are adapted to the practices of these new places of innovation. Indeed, innovation laboratories support the generation of ideas and first concepts while eco-innovation or eco-design tools such as Life Cycle Assessment, are based on the assessment of the environmental impacts of products. We propose to develop an eco-creativity tool that aims to accompany the participants of a co-creativity session to generate new ideas, original, respectful of environment and adapted to the context in which they manifest. To evaluate the effects of the introduction of such a tool during co-creativity sessions, a comprehensive analysis methodology of these sessions was developed. To carry out this work, we have integrated the Clean Mobility LAB, innovation laboratory of a large international automotive equipment engineering and production group, FORVIA FAURECIA
Konferenzberichte zum Thema "Co-creativity sessions"
Dumitrache, Anisoara, Bogdan Logofatu und Beatrice Almasan. „GBL AND CREATIVITY IN CLASSES“. In eLSE 2012. Editura Universitara, 2012. http://dx.doi.org/10.12753/2066-026x-12-144.
Der volle Inhalt der QuelleParada-Cabaleiro, Emilia. „Techville’s Chronicles: A Music Pedagogy Project to Foster Children’s AI Literacy Through Co-Creativity and Multimedia Storytelling“. In 5th International Special Session on Computer Supported Music Education. SCITEPRESS - Science and Technology Publications, 2024. http://dx.doi.org/10.5220/0012731000003693.
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