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dc.contributor.authorYüksel, Müberra
dc.date.accessioned2020-12-18T20:26:07Z
dc.date.available2020-12-18T20:26:07Z
dc.date.issued2019
dc.identifier.issn2340-1117en_US
dc.identifier.urihttps://hdl.handle.net/20.500.12469/3573
dc.description.abstractLately applied positive psychology aims at generating quasi-experimental design tools such as simulations or games to generate policy recommendations for real life issues to promote well-being in different contexts such as schools and workplaces. In this paper, we will focus on a specific learning program based on a simulation game called FLIGBY (which is an acronym for "flow is good business for you") based on Mihaly Csikszentmihalyi's state of flow model.en_US
dc.language.isoengen_US
dc.publisherIated-Int Assoc Technology Education & Developmenten_US
dc.rightsinfo:eu-repo/semantics/embargoedAccessen_US
dc.subjectApplied positive pschologyen_US
dc.subjectFlow theoryen_US
dc.subjectFLIGBYen_US
dc.subjectGame-based learningen_US
dc.subjectStrategic Human Resource Management (SHRM)en_US
dc.subjectLeadership Competenciesen_US
dc.titleRECENT TRENDS IN STRATEGIC HUMAN RESOURCE MANAGEMENT EDUCATION FROM THE PERSPECTIVE OF APPLIED POSITIVE PSYCHOLOGYen_US
dc.typeconferenceObjecten_US
dc.identifier.startpage3973en_US
dc.identifier.endpage3975en_US
dc.relation.journalEdulearn19: 11th International Conference on Education and New Learning Technologiesen_US
dc.departmentFakülteler, Uygulamalı Bilimler Fakültesi, Uluslararası Ticaret ve Lojistik Bölümüen_US
dc.identifier.wosWOS:000551093104013en_US
dc.institutionauthorYüksel, Müberraen_US
dc.relation.publicationcategoryN/Aen_US


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