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Using Second Life to Teach Operations Management
5 references·4 citing·33 second hop
Using Second Life to Teach Operations Management (2009)Using Second Life to Teach Operations Man…Using Massively Multiplayer Online Role‐Playing Games for Online Learning (2006)Using Massively Multiplayer O…The Kids are Alright: How the Gamer Generation is Changing the Workplace (2006)The Kids are Alright: How the…Measuring Supply Chain Integration: A Social Network Approach (2005)Measuring Supply Chain Integr…Experiential Learning : Experience as the Source of Learning and Development (1983)Experiential Learning : Exper…Taxonomy of Educational Objectives. Handbook I: Cognitive Domain (1966)Taxonomy of Educational Objec…AxeCorp’s Team Challenge (2011)AxeCorp’s Team ChallengeThe computer-mediated communication (CMC) classroom: a challenge of medium, presence, interaction, identity, and relationship (2010)The computer-mediated communi…Teaching Responsibly With Technology-Mediated Communication (2010)Teaching Responsibly With Tec…Seriously Playing: Introducing Communication Students to AxeCorp’s Virtuality (2010)Seriously Playing: Introducin…Digital Natives, Digital Immigrants Part 1 (2001)How Generational Theory Can Improve Teaching: Strategies for Working with the "Millennials" ESSAYS (2008)Digital Natives, Digital Immigrants (2012)A Measured Approach to Adopting New Media in the Business Communication Classroom (2010)The complete guide to simulations and serious games: how the most valuable content will be created in the age beyond Gutenberg to Google (2010)Enhancing Effectiveness on Virtual Teams: Understanding Why Traditional Team Skills Are Insufficient (2011)Curricular Implications of Virtual World Technology (2013)Media Use in Virtual Teams of Varying Levels of Coordination (2017)SOME EXPLORATIONS IN INITIAL INTERACTION AND BEYOND: TOWARD A DEVELOPMENTAL THEORY OF INTERPERSONAL COMMUNICATION (1975)Organizational Information Requirements, Media Richness and Structural Design (1986)The Benefits of Facebook “Friends:” Social Capital and College Students’ Use of Online Social Network Sites (2007)An Exploration of Why People Participate in Second Life Social Support Groups (2011)Mobile instant messaging for professional learning: Educators' perspectives on and uses of Voxer (2017)Student Predisposition to Instructor Feedback and Perceptions of Teaching Presence Predict Motivation Toward Online Courses (2017)Chronicle of Higher Education (1996)Virtual worlds — past, present, and future: New directions in social computing (2009)Effectiveness of MMORPG‐based instruction in elementary English education in Korea (2010)Assessment in Game-Based Learning (2012)The Social System (1951)Theory of the firm: Managerial behavior, agency costs and ownership structure (1976)Agency Problems and the Theory of the Firm (1980)Seaport Research: An Analysis of Research Collaboration using Social Network Analysis (2013)Green supply chain management practice adoption in Ugandan SME manufacturing firms (2016)Making supply networks more sustainable ‘together’: the role of meta-organisations (2018)Parent styles associated with children's self-regulation and competence in school. (1989)The Theory and Practice of Online Learning (2008)Education for Life and Work: Developing Transferable Knowledge and Skills in the 21st Century (2012)Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education (2005)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 creativity: towards sustainable and replicable pedagogical practice (2008)Mobile game‐based learning in secondary education: engagement, motivation and learning in a mobile city game (2009)Mobile learning vs. traditional classroom lessons: a comparative study (2014)
this work references cited by second hop

References

  • 1983Experiential Learning : Experience as the Source of Learning and Development33,193 cited
  • 1966Taxonomy of Educational Objectives. Handbook I: Cognitive Domain4,642 cited
  • 2006Using Massively Multiplayer Online Role‐Playing Games for Online Learning256 cited
  • 2006The Kids are Alright: How the Gamer Generation is Changing the Workplace122 cited
  • 2005Measuring Supply Chain Integration: A Social Network Approach43 cited

Cited by

  • 2010The computer-mediated communication (CMC) classroom: a challenge of medium, presence, interaction, identity, and relationship77 cited
  • 2010Teaching Responsibly With Technology-Mediated Communication9 cited
  • 2011AxeCorp’s Team Challenge8 cited
  • 2010Seriously Playing: Introducing Communication Students to AxeCorp’s Virtuality6 cited

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