Intellectual capital management, Industrial management, Multi-criteria decision making, Overall equipment effectiveness
1. Business Intelligence
1. Cognitive science
2. Knowledge management
3. TEFL, Linguistic
1. Intellectual Capital
2. Intellectual Property
3. Knowledge Management
- Strategic Planning and Public Policy
- Business Management
- People collaboration (civil society) and community studies
- KM: Learning in action
1. Innovation and Technology Management
2. Innovation Policy
3. Software Engineering
- Knowledge Engineering and Information Technology Application
- Knowledge management
- Analytical Chemistry
- Scientific and technology application
- Project management
- Knowledge management with e-Tourism, smart city, smart farmer context
- Knowledge management system and information technology system application
- Science, technology, engineering and mathematics (STEM) Curriculum design with knowledge management methodology
1. Supply chain and Logistics management
2. Supply chain Tourism
3. Operation management
1. Knowledge worker development / Competency development
2. Workplace learning / Work-integrated learning / Cooperative education
3. Learning organization
1) Architectural
(Architectural and Interior Design, Architectural Drawing and Presentation).
2) Construction and Project Management
(Project Feasibility Study, Project Evaluation and Estimation, Construction Engineering and Management (CEM), Project Management (PM) (such as Project Planning and Scheduling, Project Monitor and Controlling, etc.), Quality Improvement for the project.
3) Knowledge Management (such as Knowledge Creation, Knowledge Transfer Processes, KT Mechanisms, etc.), Social Network Analysis in Construction (using UCINET6 and NetDraw software)
4) ISO 30401: 2018 Knowledge Management Systems
5) Innovation: The 5D Loop-A Process Model of Innovation, Innovation in Construction and Project Management, ICJV Projects.
1. Logistic and Supply chain
1. Learning Object
2. Curriculum Mapping
3. Knowledge Engineering
4. Knowledge Management
5. Gamification
6. Learning Motivation
1. Internet of Things
2. Smart City
3. Gamification and Serious Game
4. User Centric Design
5. Knowledge Visualization
1. Competency Based Learning
2. Smart City Development
3. Demand of Human Resource in Digital Economy
4. Support for Metacognitive Skills Learning for Sustainable Learning
5. Discretion of Consuming Information in Online Media
6. Digital Transformation