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Operationalising gamification in an educational authentic environment
8 references·0 citing·33 second hop
Operationalising gamification in an educational authentic environment (2012)Operationalising gamification in an educa…The bullwhip effect in supply chains (2015)The bullwhip effect in supply…Gamification in logistics and supply chain education: Extending active learning (2012)Gamification in logistics and…Game On: Energize Your Business with Social Media Games (2011)Game On: Energize Your Busine…Generation Y Learning in the 21st Century: Integration of Virtual Worlds and Cloud Computing Services (2010)Generation Y Learning in the …A Guide to Authentic e-Learning (2009)A Guide to Authentic e-Learni…Systems Thinking and Modelling: Understanding Change and Complexity (2001)Systems Thinking and Modellin…Digital Natives, Digital Immigrants Part 1 (2001)Digital Natives, Digital Immi…Collaborative online distance learning: Issues for future practice and research (2000)Collaborative online distance…Experiential Learning : Experience as the Source of Learning and Development (1983)Business Dynamics: Systems Thinking and Modeling for a Complex World (2000)From game design elements to gamefulness (2011)Gamification in Management: a systematic review and research directions (2019)Students' Acceptance of Gamification in Higher Education (2019)What do prospective teachers think about educational gamification? (2019)The 2 Sigma Problem: The Search for Methods of Group Instruction as Effective as One-to-One Tutoring (1984)Collaborative Virtual Environments to Support Communication and Community in Internet-Based Distance Education (2002)Computer-Supported Collaborative Learning in Higher Education (2005)The Challenge of Problem-based Learning (2013)Learner perspectives on fully online language learning (2014)Knowing, Learning, and Instruction (2018)Digital game-based learning (2003)The ‘digital natives’ debate: A critical review of the evidence (2008)Digital Natives, Digital Immigrants (2013)Covid-19 pandemic and online learning: the challenges and opportunities (2020)The fifth discipline, the art and practice of the learning organization (1991)Supply chain management: an analytical framework for critical literature review (2000)Building the Resilient Supply Chain (2004)Managing Risk To Avoid Supply-Chain Breakdown (2004)Optimal Policies for a Multi-Echelon Inventory Problem (2004)Authentic Learning Environments (2013)Establishing the critical elements that determine authentic assessment (2013)Online Education and the COVID-19 Outbreak: A Case Study of Online Teaching during Lockdown (2021)A cross-cultural comparison of online behavioural advertising knowledge, online privacy concerns and social networking using the technology acceptance model and social cognitive theory (2015)Cloud Computing Technology Innovation Advances (2015)Generation Z Students: Will They Change Our Computer Science and IT Classrooms? (2018)Links between systems thinking and complex decision making (2004)Systemic Intervention for Public Health (2006)System Dynamics as a Structural Theory in Operations Management (2008)Using Gamification in an Online Community (2012)Game-Based Learning in Tertiary Education: A New Learning Experience for the Generation Z (2016)Designing Leaderboards for Gamification (2017)
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References

  • 2001Digital Natives, Digital Immigrants Part 111,096 cited
  • 2015The bullwhip effect in supply chains888 cited
  • 2009A Guide to Authentic e-Learning605 cited
  • 2001Systems Thinking and Modelling: Understanding Change and Complexity238 cited
  • 2000Collaborative online distance learning: Issues for future practice and research205 cited
  • 2011Game On: Energize Your Business with Social Media Games101 cited
  • 2012Gamification in logistics and supply chain education: Extending active learning89 cited
  • 2010Generation Y Learning in the 21st Century: Integration of Virtual Worlds and Cloud Computing Services33 cited

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