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Beat the Instructor: An Introductory Forecasting Game
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Beat the Instructor: An Introductory Forecasting Game (2013)Beat the Instructor: An Introductory Fore…Experiential Learning in International Business Education (2005)Experiential Learning in Inte…Student-Operated Internet Businesses: True Experiential Learning in Entrepreneurship and Retail Management (2001)Student-Operated Internet Bus…The Additive Effects of Semistructured Classroom Activities on Student Learning: An Application of Classroom-Based Experiential Learning Techniques (2000)The Additive Effects of Semis…Interest, Learning, and Motivation (1991)Interest, Learning, and Motiv…Gamification to avoid cognitive biases: An experiment of gamifying a forecasting course (2021)Gamification to avoid cogniti…Game—Rolling the Dice on Global Supply Chain Sustainability: A Total Cost of Ownership Simulation (2020)Game—Rolling the Dice on Glob…Teaching Plan‐Do‐Study‐Act (PDSA) in a Supply Chain Context: A Paper Football In‐Class Activity (2019)Teaching Plan‐Do‐Study‐Act (P…A Simulation for Managing Complexity in Sales and Operations Planning Decisions (2017)A Simulation for Managing Com…Experimental and Quasi-Experimental Designs for Research (1963)Educational Research: An Introduction (1965)Active learning : creating excitement in the classroom (1991)Team Learning in a Marketing Principles Course: Cooperative Structures That Facilitate Active Learning and Higher Level Thinking (2002)Achieving Marketing Curriculum Integration: A Live Case Study Approach (2004)Integrating the Development of Graduate Attributes Through Constructive Alignment (2008)Experiential Learning : Experience as the Source of Learning and Development (1983)Educating the Reflective Practitioner: Toward a New Design for Teaching and Learning in the Professions (1987)Seven Principles for Good Practice in Undergraduate Education (1989)Higher Education Students' Attitudes Towards Experiential Learning in International Business (2011)Improving Intercultural Competence in the Classroom: A Reflective Development Model (2016)International business education: What we know and what we have yet to develop (2021)The Principles of Psychology (1891)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)A Motivated Exploration of Motivation Terminology (2000)Mathematics and Science Achievement: Effects of Motivation, Interest, and Academic Engagement (2002)Motivation as an Enabler for Academic Success (2002)Assessing Reseller Performance from the Perspective of the Supplier (1992)Dimensions of Brand Personality (1997)Experiential Learning Exercises in Services Marketing Courses (2000)The Motivational Effects of the Classroom Environment in Facilitating Self-Regulated Learning (2005)Knowledge Transfer in Online Learning Environments (2008)Simulations in Entrepreneurship Education: Serious Games and Learning Through Play (2018)Modeling Managerial Behavior: Misperceptions of Feedback in a Dynamic Decision Making Experiment (1989)International supply chain agility ‐ Tradeoffs between flexibility and uncertainty (2001)More Than Fun and Games: Reconsidering the Virtues of Strategic Management Simulations (2005)Newsvendor Game: A Behavioral Exercise in Decision Making under Risk (2019)The Hunger Chain: A competitive simulation for teaching supply chain management (2021)What is total quality control the japanese way (1985)Reliability and Predictive Validity of the Motivated Strategies for Learning Questionnaire (Mslq) (1993)Does Active Learning Work? A Review of the Research (2004)A PDCA based approach to evaluate green supply chain management performance under fuzzy environment (2022)Reasserting the Philosophy of Experiential Education as a Vehicle for Change in the 21st Century (1999)Sustainability in higher education in the context of the UN DESD: a review of learning and institutionalization processes (2013)Judgment under Uncertainty: Heuristics and Biases (1974)Judgment under Uncertainty: Heuristics and Biases (1975)From game design elements to gamefulness (2011)Adaptive game-based learning in education: a systematic review (2023)The Effects of Gamification in Education: A Systematic Literature Review (2023)
this work references cited by second hop

References

  • 1991Interest, Learning, and Motivation1,453 cited
  • 2000The Additive Effects of Semistructured Classroom Activities on Student Learning: An Application of Classroom-Based Experiential Learning Techniques218 cited
  • 2001Student-Operated Internet Businesses: True Experiential Learning in Entrepreneurship and Retail Management132 cited
  • 2005Experiential Learning in International Business Education95 cited

Cited by

  • 2021Gamification to avoid cognitive biases: An experiment of gamifying a forecasting course46 cited
  • 2017A Simulation for Managing Complexity in Sales and Operations Planning Decisions19 cited
  • 2019Teaching Plan‐Do‐Study‐Act (PDSA) in a Supply Chain Context: A Paper Football In‐Class Activity13 cited
  • 2020Game—Rolling the Dice on Global Supply Chain Sustainability: A Total Cost of Ownership Simulation9 cited

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