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Program Pengembangan Kewirausahaan Industri Kreatif di STMIK AMIKOM Purwokerto
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Program Pengembangan Kewirausahaan Industri Kreatif di STMIK AMIKOM Purwokerto (2020)Program Pengembangan Kewirausahaan Indust…PENERAPAN KONSEP GAMIFIKASI PADA E-LEARNING UNTUK PEMBELAJARAN ANIMASI 3 DIMENSI (2016)PENERAPAN KONSEP GAMIFIKASI P…Peningkatan Kapabilitas Inovasi, Keunggulan Bersaing dan Kinerja melalui Pendekatan Quadruple Helix: Studi Pada Industri Kreatif Sektor Fashion (2014)Peningkatan Kapabilitas Inova…Modul kewirausahaan untuk Program Strata 1 (2010)Modul kewirausahaan untuk Pro…The Rise of the Creative Class: And How It's Transforming Work, Leisure, Community and Everyday Life (2003)The Rise of the Creative Clas…The rise of the creative class: and how it's transforming work, leisure, community and everyday life (2002)The rise of the creative clas…Gamification in Education: What, How, Why Bother? (2011)Cities and the Creative Class (2005)Struggling with the Creative Class (2005)In the Social Factory? (2008)Pengaruh Pola Pikir (Mindset) Kewirausahaan Terhadap Motivasi Dan Keterampilan Wirausaha Mahasiswa Program Studi Manajemen Universitas Muhammadiyah Sorong (2019)The Quadruple Helix Model: Enhancing Innovative Performance Of Indonesian Creative Industry (2018)DISCOVERING SUPPORT NEEDED FOR STARTUPS IN THEIR EARLY STAGES USING ON PENTA HELIX FRAMEWORK (2020)Valuable, Rare, Inimitable, Non-Substitutable of Resources in Building Innovation Capability for Sustainable Development: Evidence from Creative Social Enterprises (2023)The role of technology in the shift towards open innovation: the case of Procter & Gamble (2006)Be creative: making a living in the new culture industries (2017)
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References

  • 2002The rise of the creative class: and how it's transforming work, leisure, community and everyday life6,488 cited
  • 2003The Rise of the Creative Class: And How It's Transforming Work, Leisure, Community and Everyday Life3,718 cited
  • 2014Peningkatan Kapabilitas Inovasi, Keunggulan Bersaing dan Kinerja melalui Pendekatan Quadruple Helix: Studi Pada Industri Kreatif Sektor Fashion41 cited
  • 2016PENERAPAN KONSEP GAMIFIKASI PADA E-LEARNING UNTUK PEMBELAJARAN ANIMASI 3 DIMENSI39 cited
  • 2010Modul kewirausahaan untuk Program Strata 133 cited

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