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Video Game Design in the MBA Curriculum: An Experiential Learning Approach for Teaching Design Thinking
16 references·0 citing·31 second hop
Video Game Design in the MBA Curriculum: An Experiential Learning Approach for Teaching Design Thinking (2011)Video Game Design in the MBA Curriculum: …Experiential Learning Theory: Previous Research and New Directions (2014)Experiential Learning Theory:…The Anatomy of a Design Theory (2007)The Anatomy of a Design TheoryInformation Technology and the Changing Fabric of Organization (2007)Information Technology and th…Design Thinking and How It Will Change Management Education: An Interview and Discussion (2006)Design Thinking and How It Wi…Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education (2005)Learning Styles and Learning …Design Science in Information Systems Research1 (2004)Design Science in Information…Design science in information systems research (2004)Design science in information…Design Rules (2000)Design RulesTacit Knowledge in Professional Practice (1999)Tacit Knowledge in Profession…Perspective Making and Perspective Taking in Communities of Knowing (1995)Perspective Making and Perspe…Design and natural science research on information technology (1995)Design and natural science re…The Reflective Practitioner: How Professionals Think in Action (1985)The Reflective Practitioner: …The reflective practitioner: How professionals think in action (1984)The reflective practitioner: …Experiential Learning : Experience as the Source of Learning and Development (1983)Experiential Learning : Exper…Systems thinking, systems practice (1982)Systems thinking, systems pra…Systems Thinking, Systems Practice (1981)Systems Thinking, Systems Pra…The Structure of Scientific Revolutions (1963)The DeLone and McLean Model of Information Systems Success: A Ten-Year Update (2003)The Nature of Theory in Information Systems1 (2006)A Design Science Research Methodology for Information Systems Research (2007)Positioning and Presenting Design Science Research for Maximum Impact1 (2013)Mind in Society: The Development of Higher Psychological Processes (1978)Situated Learning: Legitimate Peripheral Participation. (1994)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The Learning Way (2008)The effects of modern mathematics computer games on mathematics achievement and class motivation (2010)The Role of Leadership in a Digitalized World: A Review (2019)Conjectures and Refutations: The Growth of Scientific Knowledge. (1964)A Three Cycle View of Design Science Research (2007)The Structure of Scientific Revolutions (2017)Information Systems Success: The Quest for the Dependent Variable (1992)The Structure of Scientific Revolutions (1996)Bridging the Qualitative–Quantitative Divide: Guidelines for Conducting Mixed Methods Research in Information Systems1 (2013)Interpretive case studies in IS research: nature and method (1995)Socio-technical systems: From design methods to systems engineering (2010)Resilience: A Bridging Concept or a Dead End?“Reframing” Resilience: Challenges for Planning Theory and PracticeInteracting Traps: Resilience Assessment of a Pasture Management System in Northern AfghanistanUrban Resilience: What Does it Mean in Planning Practice?Resilience as a Useful Concept for Climate Change Adaptation?The Politics of Resilience for Planning: A Cautionary Note (2012)Exploitation, Exploration, and Process Management: The Productivity Dilemma Revisited (2003)The governance of global value chains (2005)Towards a Theory of Ecosystems (2018)Bridging Epistemologies: The Generative Dance Between Organizational Knowledge and Organizational Knowing (1999)Knowledge and Organization: A Social-Practice Perspective (2001)Managing the co-creation of value (2007)Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching (2006)The ‘digital natives’ debate: A critical review of the evidence (2008)Teaching For Quality Learning At University (1999)Learning by Expanding (2014)Defining Quality (1993)
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References

  • 1983Experiential Learning : Experience as the Source of Learning and Development33,193 cited
  • 1985The Reflective Practitioner: How Professionals Think in Action21,268 cited
  • 1984The reflective practitioner: How professionals think in action19,752 cited
  • 2004Design Science in Information Systems Research110,671 cited
  • 2004Design science in information systems research8,253 cited
  • 1981Systems Thinking, Systems Practice6,262 cited
  • 2005Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education4,977 cited
  • 1995Design and natural science research on information technology3,833 cited
  • 1982Systems thinking, systems practice3,545 cited
  • 2000Design Rules3,501 cited
  • 2014Experiential Learning Theory: Previous Research and New Directions2,155 cited
  • 1995Perspective Making and Perspective Taking in Communities of Knowing2,101 cited
  • 2007The Anatomy of a Design Theory1,518 cited
  • 2007Information Technology and the Changing Fabric of Organization1,138 cited
  • 2006Design Thinking and How It Will Change Management Education: An Interview and Discussion808 cited

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1999
Tacit Knowledge in Professional Practice
517 cited

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