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Student experiences of the use of a marketing simulation game
16 references·0 citing·49 second hop
Student experiences of the use of a marketing simulation game (2008)Student experiences of the use of a marke…More Than Fun and Games: Reconsidering the Virtues of Strategic Management Simulations (2005)More Than Fun and Games: Reco…The Reality-Based Learning Method: A Simple Method for Keeping Teaching Activities Relevant and Effective (2004)The Reality-Based Learning Me…A Survey of Simulation Game Users, Former-Users, and Never-Users (2004)A Survey of Simulation Game U…\nA simple classification model for debriefing simulation games (2004)\nA simple classification mod…Strategic management: an evaluation of the use of three learning methods (2002)Strategic management: an eval…Experiential Learning=Hands-On+Minds-On (2002)Experiential Learning=Hands-O…The Changing Nature of Business Simulation/ Gaming Research: A Brief History (2001)The Changing Nature of Busine…The Case for Using Live Cases: Shifting the Paradigm in Marketing Education (2001)The Case for Using Live Cases…Student-Operated Internet Businesses: True Experiential Learning in Entrepreneurship and Retail Management (2001)Student-Operated Internet Bus…Exploring the learning from an enterprise simulation (1999)Exploring the learning from a…Experiential Learning and the Effectiveness of Economic Simulation Games (1998)Experiential Learning and the…Reflection: Bridging the Gap between Service and Learning (1997)Reflection: Bridging the Gap …Paradigm Shifts in Business Education: Using Active Learning to Deliver Services Marketing Content (1994)Paradigm Shifts in Business E…The Role of Management Games and Simulations in Education and Research (1990)The Role of Management Games …The Educational Effectiveness of Simulation Games (1981)The Educational Effectiveness…Taxonomy of Educational Objectives. Handbook I: Cognitive Domain (1966)Taxonomy of Educational Objec…Experiential Learning : Experience as the Source of Learning and Development (1983)The reflective practitioner: How professionals think in action (1984)The Reflective Practitioner: How Professionals Think in Action (1985)Designing Effective Reflection: What Matters to Service-Learning?. 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(2017)Case Study Research: Design and Methods (1984)Teaching and the Case Method (1989)Action learning : a guide for professional, management, and educational development (1995)Blending Content and Contact: The Roles of Diversity Curriculum and Campus Heterogeneity in Fostering Diversity Management Competency (2004)Integrating leadership development and succession planning best practices (2007)Evaluating the educational effectiveness of simulation games: A value generation model (2013)Experimental and Quasi-Experimental Designs for Research (1963)The Nature of Managerial Work (1974)On a Resurgence of Management Simulations and Games (1995)Organizational Learning: A Theory of Action Perspective (1997)Business Simulations and Cognitive Learning (2008)Complex Problem Solving (2014)Basic Marketing Research (1988)Business Simulation Games: Current Usage Levels—An Update (1998)Simulations and games (2006)Developments in Business Gaming (2008)Applying a business simulation game in a flipped classroom to enhance engagement, learning achievement, and higher-order thinking skills (2022)Cooperative Learning for Higher Education Faculty (1997)Cooperative Learning Returns To College What Evidence Is There That It Works? (1998)Achieving Marketing Curriculum Integration: A Live Case Study Approach (2004)Five Principles for Workable Client-Based Projects: Lessons from the Trenches (2005)Skills development in higher education in Vietnam (2009)The Lexus and the Olive Tree: Understanding Globalization (2017)Selective Perception: A Note on the Departmental Identifications of Executives (1958)The fifth discipline, the art and practice of the learning organization (1991)Distributed cognitions : psychological and educational considerations (1997)Gender differences in game activity preferences of middle school children: implications for educational game design (2008)Simulating REAL LIVES (2012)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)Theory-oriented evaluation for the design of and research in gaming and simulation (2006)Are educational computer micro-games engaging and effective for knowledge acquisition at high-schools? A quasi-experimental study (2011)
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References

  • 1966Taxonomy of Educational Objectives. Handbook I: Cognitive Domain4,642 cited
  • 1990The Role of Management Games and Simulations in Education and Research503 cited
  • 1997Reflection: Bridging the Gap between Service and Learning409 cited
  • 2004\nA simple classification model for debriefing simulation games233 cited
  • 2004A Survey of Simulation Game Users, Former-Users, and Never-Users229 cited
  • 1981The Educational Effectiveness of Simulation Games196 cited
  • 2001The Changing Nature of Business Simulation/ Gaming Research: A Brief History192 cited
  • 2001The Case for Using Live Cases: Shifting the Paradigm in Marketing Education187 cited
  • 2005More Than Fun and Games: Reconsidering the Virtues of Strategic Management Simulations169 cited
  • 2002Strategic management: an evaluation of the use of three learning methods141 cited
  • 2001Student-Operated Internet Businesses: True Experiential Learning in Entrepreneurship and Retail Management132 cited
  • 1994Paradigm Shifts in Business Education: Using Active Learning to Deliver Services Marketing Content127 cited
  • 2004The Reality-Based Learning Method: A Simple Method for Keeping Teaching Activities Relevant and Effective116 cited
  • 2002Experiential Learning=Hands-On+Minds-On106 cited

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1999
Exploring the learning from an enterprise simulation
83 cited
  • 1998Experiential Learning and the Effectiveness of Economic Simulation Games81 cited
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