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Welcome to the Matrix: E-Learning Gets a Second Life
15 references·13 citing·44 second hop
Welcome to the Matrix: E-Learning Gets a Second Life (2008)Welcome to the Matrix: E-Learning Gets a …The Scientific Research Potential of Virtual Worlds (2007)The Scientific Research Poten…Using Massively Multiplayer Online Role‐Playing Games for Online Learning (2006)Using Massively Multiplayer O…Making the Grade: Online Education in the United States, 2006. (2006)Making the Grade: Online Educ…Learner interaction management in an avatar and chat-based virtual world (2006)Learner interaction managemen…An Assessment of the Effectiveness of an in-Class Game on Marketing Students’ Perceptions and Learning Outcomes (2005)An Assessment of the Effectiv…Mastering the Art of Teaching: Pursuing Excellence in a New Millennium (2003)Mastering the Art of Teaching…Experiential Learning=Hands-On+Minds-On (2002)Experiential Learning=Hands-O…Integrating Marketing Courses to Enhance Team-Based Experiential Learning (2000)Integrating Marketing Courses…Marketing Education in the Year 2000: Changes Observed and Challenges Anticipated (1999)Marketing Education in the Ye…A Paradigm for the Selection, Use and Development of Experiential Learning Activities in Marketing Education (1998)A Paradigm for the Selection,…Meeting the Challenges to Undergraduate Marketing Education (1997)Meeting the Challenges to Und…Experiential learning, Cases, and Simulations in Business Communication (1997)Experiential learning, Cases,…Experiential Learning : Experience as the Source of Learning and Development (1983)Experiential Learning : Exper…Journal of Marketing Education (1979)Journal of Marketing EducationThe Journal of College Science Teaching (1971)The Journal of College Scienc…Towards an Accessibility Evaluation of eLearning Tools in Emerging 3D Virtual Environments Like Metaverse: Taking Advantage of Acquired Knowledge in Moodle and Second Life (2022)Towards an Accessibility Eval…UNPLUGGED: DIGITAL DETOX ENHANCES STUDENT LEARNING (2020)UNPLUGGED: DIGITAL DETOX ENHA…Update Status (2015)Update StatusAre Face-to-Face Classes More Effective Than Online Classes? An Empirical Examination (2015)Are Face-to-Face Classes More…Let Them Play! Active Learning in a Virtual World (2013)Let Them Play! Active Learnin…Using Second Life to Teach About Marketing in Second Life (2011)Using Second Life to Teach Ab…The Use of Digital Technologies in the Classroom (2011)The Use of Digital Technologi…Teaching Marketing Through a Micro-Economy in Virtual Reality (2011)Teaching Marketing Through a …Teaching Cases in a Virtual Environment: When the Traditional Case Classroom is Problematic (2011)Teaching Cases in a Virtual E…Social Networks: Facebook's Role in the Advertising Classroom (2010)Social Networks: Facebook's R…Building Learning Curve and Script Theory Knowledge with LEGO (2010)Building Learning Curve and S…From Interactive to Immersive: Advertising Education takes a Virtual Leap of Faith (2009)From Interactive to Immersive…Flagship Brand Stores within Virtual Worlds: The Impact of Virtual Store Exposure on Real-Life Attitude toward the Brand and Purchase Intent (2009)Flagship Brand Stores within …Cooperative Learning (1980)From Teaching to Learning — A New Paradigm For Undergraduate Education (1995)Achieving Marketing Curriculum Integration: A Live Case Study Approach (2004)The Reality-Based Learning Method: A Simple Method for Keeping Teaching Activities Relevant and Effective (2004)A Critical Review of the Literature for Sales Educators (2013)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)Content Analysis: A Technique for Systematic Inference from Communications. By Thomas F. Carney. (Winnipeg, Canada: University of Manitoba Press, 1972. Pp. 343. $11.00) (1974)Basic Content Analysis (1986)Marketing management: analysis. planning. implementation and control (2000)Academic Performance of College Students: Influence of Time Spent Studying and Working (2006)The Interdependence of the Factors Influencing the Perceived Quality of the Online Learning Experience: A Causal Model (2007)Increasing Student Engagement Using Asynchronous Learning (2015)Will the Internet Revolutionize Business Education and Research? (2000)The ECAR Study of Undergraduate Students and Information Technology, 2007 (2007)Using Clickers in a Large Business Class (2015)Management dynamics in the knowledge economy (2016)Universal Design for Learning in Teaching Large Lecture Classes (2016)The Presentation of Self in Everyday Life. (1956)Identity : Youth and Crisis. 1968 (1968)The Evolution of Cooperation (1981)Strangers and friends (2006)My Life as a Night Elf Priest (2010)Politeness : Some Universals in Language Usage (1987)SYNCHRONOUS COMPUTER-MEDIATED COMMUNICATION AND INTERACTION (2015)Taking Technology to Task: Technology-Mediated TBLT, Performance, and Production (2016)The impact of a virtual reality app on adolescent EFL learners’ vocabulary learning (2020)The Presentation of Self in Everyday Life (2023)How We Think (1910)Learning How to Learn (1984)Experiential Learning in International Business Education (2005)Assessing and Improving Learning in Business Schools: Direct and Indirect Measures of Learning (2010)Marketing simulation games: student and lecturer perspectives (2010)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)The Online Learner: Characteristics and Pedagogical Implications (2007)Is It Live or Is It Internet? Experimental Estimates of the Effects of Online Instruction on Student Learning (2013)Trends in distance education research: A content analysis of journals 2009-2013 (2015)The Role of Anomalous Data in Knowledge Acquisition: A Theoretical Framework and Implications for Science Instruction (1993)How Does Distance Education Compare With Classroom Instruction? A Meta-Analysis of the Empirical Literature (2004)Matters of care in technoscience: Assembling neglected things (2010)
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References

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  • 2007The Scientific Research Potential of Virtual Worlds935 cited
  • 2006Making the Grade: Online Education in the United States, 2006.524 cited
  • 2006Learner interaction management in an avatar and chat-based virtual world267 cited
  • 2006Using Massively Multiplayer Online Role‐Playing Games for Online Learning256 cited
  • 2000Integrating Marketing Courses to Enhance Team-Based Experiential Learning199 cited
  • 1999Marketing Education in the Year 2000: Changes Observed and Challenges Anticipated158 cited
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  • 1997Experiential learning, Cases, and Simulations in Business Communication96 cited
  • 2003Mastering the Art of Teaching: Pursuing Excellence in a New Millennium70 cited
  • 2005An Assessment of the Effectiveness of an in-Class Game on Marketing Students’ Perceptions and Learning Outcomes61 cited
  • 1979

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Journal of Marketing Education
56 cited

Cited by

  • 2011The Use of Digital Technologies in the Classroom135 cited
  • 2015Are Face-to-Face Classes More Effective Than Online Classes? An Empirical Examination53 cited
  • 2009Flagship Brand Stores within Virtual Worlds: The Impact of Virtual Store Exposure on Real-Life Attitude toward the Brand and Purchase Intent46 cited
  • 2015Update Status40 cited
  • 2011Using Second Life to Teach About Marketing in Second Life31 cited
  • 2020UNPLUGGED: DIGITAL DETOX ENHANCES STUDENT LEARNING25 cited
  • 2011Teaching Marketing Through a Micro-Economy in Virtual Reality19 cited
  • 2013Let Them Play! Active Learning in a Virtual World18 cited
  • 2011Teaching Cases in a Virtual Environment: When the Traditional Case Classroom is Problematic17 cited
  • 2010Social Networks: Facebook's Role in the Advertising Classroom15 cited
  • 2009From Interactive to Immersive: Advertising Education takes a Virtual Leap of Faith15 cited
  • 2010Building Learning Curve and Script Theory Knowledge with LEGO9 cited
  • 2022Towards an Accessibility Evaluation of eLearning Tools in Emerging 3D Virtual Environments Like Metaverse: Taking Advantage of Acquired Knowledge in Moodle and Second Life5 cited