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Bottom Line: Defining Success in the Creation of a Business Simulation
8 references·0 citing·33 second hop
Bottom Line: Defining Success in the Creation of a Business Simulation (2011)Bottom Line: Defining Success in the Crea…The art of game design: a book of lenses (2009)The art of game design: a boo…Evaluating Training Programs : The Four Levels (2009)Evaluating Training Programs …The Art of Game Design (2008)The Art of Game DesignAesthetic principles for instructional design (2007)Aesthetic principles for inst…Evaluating Training Programs: The Four Levels (2006)Evaluating Training Programs:…What Does It Mean to Be Well Educated?: And More Essays on Standards, Grading, and Other Follies (2004)What Does It Mean to Be Well …First principles of instruction (2002)First principles of instructi…A comparison of cognitive load associated with discovery learning and worked examples. (1999)A comparison of cognitive loa…Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. (1994)Contextually relevant pedagogical agents: Visual appearance, stereotypes, and first impressions and their impact on learning (2010)Aesthetics and e-assessment: the interplay of emotional design and learner performance (2011)Democracy and Education (2015)HEAD, HEART AND HANDS MODEL FOR TRANSFORMATIVE LEARNING: PLACE AS CONTEXT FOR CHANGING SUSTAINABILITY VALUES (2015)Cognitive Load During Problem Solving: Effects on Learning (1988)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1994)Cognitive Architecture and Instructional Design (1998)The active integration of information during learning with dynamic and interactive visualisations (2004)Example-Based Learning: Integrating Cognitive and Social-Cognitive Research Perspectives (2010)The role of metacognitive skills in developing critical thinking (2010)Conditions of Learning (1965)The Conditions of Learning and Theory of Instruction (1985)Taking the Load Off a Learner's Mind: Instructional Design for Complex Learning (2003)Cognitive Load Theory and Complex Learning: Recent Developments and Future Directions (2005)Cognitive Apprenticeship: Teaching the Crafts of Reading, Writing, and Mathematics (2018)Flipped classroom improves student learning in health professions education: a meta-analysis (2018)Gamification for Engaging Computer Science Students in Learning Activities: A Case Study (2014)The Lens of Intrinsic Skill Atoms: A Method for Gameful Design (2015)Serious games and the gamification of tourism (2016)Reviewing Diversity Training: Where We Have Been and Where We Should Go (2012)Twelve tips for “flipping” the classroom (2014)Resilience in higher education students: a scoping review (2019)The flawed four‐level evaluation model (1996)A critical analysis of evaluation practice: the Kirkpatrick model and the principle of beneficence (2004)The Science of Training and Development in Organizations (2012)A theory of work gamification: Something old, something new, something borrowed, something cool? (2016)Studying student differentiation in gamified education: A long-term study (2016)Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences (2019)Chapter 6 Equality and Justice For All? Examining Race in Education Scholarship (2007)Schooling, productivity and the enterprising self: beyond market values (2009)Signs of Change: Art Education in the Age of the iKid (2011)
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References

  • 2009Evaluating Training Programs : The Four Levels4,738 cited
  • 2002First principles of instruction2,090 cited
  • 2008The Art of Game Design1,906 cited
  • 2006Evaluating Training Programs: The Four Levels1,609 cited
  • 2009The art of game design: a book of lenses887 cited
  • 1999A comparison of cognitive load associated with discovery learning and worked examples.379 cited
  • 2007Aesthetic principles for instructional design164 cited
  • 2004What Does It Mean to Be Well Educated?: And More Essays on Standards, Grading, and Other Follies59 cited

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