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A Game based Learning Model for Entrepreneurship Education
9 references·7 citing·43 second hop
A Game based Learning Model for Entrepreneurship Education (2014)A Game based Learning Model for Entrepren…A meta-analysis of the cognitive and motivational effects of serious games. (2013)A meta-analysis of the cognit…Entrepreneurship Education at School in Europe: National Strategies, Curricula and Learning Outcomes. (2011)Entrepreneurship Education at…Entrepreneurship Education: Known Worlds and New Frontiers (2010)Entrepreneurship Education: K…Using games and simulations for supporting learning (2006)Using games and simulations f…Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education (2005)Learning Styles and Learning …Experiential learning in teams (2005)Experiential learning in teamsExperiential Learning : Experience as the Source of Learning and Development (1983)Experiential Learning : Exper…Resolving Social Conflicts (1950)Resolving Social ConflictsResolving social conflicts. (1949)Resolving social conflicts.Sustainable Collaboration and Incentive Policies for the Integration of Professional Education and Innovation and Entrepreneurship Education (IPEIEE) (2024)Sustainable Collaboration and…Development of an entrepreneurship model using the design thinking approach and emotional intelligence for sustainable wellness among the young generation (2023)Development of an entrepreneu…Entrepreneurship programs and their underlying pedagogy in secondary education in the Netherlands (2022)Entrepreneurship programs and…The Impact of Englishgame-Based Mobile Application on Students’ Reading Achievement and Learning Motivation (2020)The Impact of Englishgame-Bas…Developing Educational Escape Rooms for Experiential Entrepreneurship Education (2020)Developing Educational Escape…A vállalkozóképzés formái (2020)A vállalkozóképzés formáiEvaluating the impact of serious games: the effect of gaming on entrepreneurial intent (2016)Evaluating the impact of seri…Basics of qualitative research : techniques and procedures for developing grounded theory (1998)Communities of practice learning, meaning, and identity (1999)Assessment in Game-Based Learning (2012)Designing Serious Game Interventions for Individuals with Autism (2014)Gamification: The effect on student motivation and performance at the post-secondary level (2015)Social Learning Theory. (1978)Statistical Methods for Meta-Analysis (1988)Digital Games, Design, and Learning (2015)Handbook of Self-Regulation of Learning and Performance (2017)The Gamification of Learning: a Meta-analysis (2019)Introduction to Meta‐Analysis (2021)Handbook of Industrial and Organizational Psychology. (1977)Psychological Safety and Learning Behavior in Work Teams (1999)Self-regulated learning, team learning and project performance in entrepreneurship education: Learning in a lean startup environment (2015)The Transformative Potential of Role-Playing Games—: From Play Skills to Human Skills (2016)The Evolution of Experiential Learning Theory: Tracing Lines of Research in the JEE (2017)Mind in Society: The Development of Higher Psychological Processes (1978)Situated Learning: Legitimate Peripheral Participation. (1994)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The Learning Way (2008)The effects of modern mathematics computer games on mathematics achievement and class motivation (2010)The Role of Leadership in a Digitalized World: A Review (2019)“Who Is an Entrepreneur?” Is the Wrong Question (1988)Entrepreneurship: Past Research and Future Challenges (1988)The Promise of Entrepreneurship as a Field of Research (2000)Personal views on the future of entrepreneurship education (2013)Burst Bubbles or Build Steam? Entrepreneurship Education, Entrepreneurial Self-Efficacy, and Entrepreneurial Intentions (2014)Putting Entrepreneurship Education Where the Intention to Act Lies: An Investigation Into the Impact of Entrepreneurship Education on Entrepreneurial Behavior (2014)The theory of planned behavior (1991)Self-Efficacy: The Exercise of Control (1999)Reflective Practitioner (2014)Narrative and aesthetics as antecedents of perceived learning in serious games (2020)Developing and validating a business simulation systems success model in the context of management education (2022)The effect of mobile business simulation games in entrepreneurship education: a quasi-experiment (2022)«Sense of failure» and «sense of success» among entrepreneurs: the identification and promotion of neglected twin entrepreneurial competencies (2012)Entrepreneurship Education in Developing Countries: A Study of the Key Challenges in Sierra Leone (2018)The contribution of realist evaluation to critical analysis of the effectiveness of entrepreneurship education competitions (2018)A justification-suppression model of the expression and experience of prejudice. (2003)Critical History of the Acculturation Psychology of Assimilation, Separation, Integration, and Marginalization (2003)Action Research in Education (2010)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 significance of the social identity concept for social psychology with reference to individualism, interactionism and social influence (1986)
this work references cited by second hop

References

  • 1983Experiential Learning : Experience as the Source of Learning and Development33,193 cited
  • 2005Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education4,977 cited
  • 2013A meta-analysis of the cognitive and motivational effects of serious games.1,857 cited
  • 1950Resolving Social Conflicts1,507 cited
  • 2010Entrepreneurship Education: Known Worlds and New Frontiers1,420 cited
  • 1949Resolving social conflicts.1,049 cited
  • 2005Experiential learning in teams432 cited
  • 2006Using games and simulations for supporting learning340 cited
  • 2011Entrepreneurship Education at School in Europe: National Strategies, Curricula and Learning Outcomes.121 cited

Cited by

  • 2016Evaluating the impact of serious games: the effect of gaming on entrepreneurial intent55 cited
  • 2020Developing Educational Escape Rooms for Experiential Entrepreneurship Education35 cited
  • 2020The Impact of Englishgame-Based Mobile Application on Students’ Reading Achievement and Learning Motivation33 cited
  • 2023Development of an entrepreneurship model using the design thinking approach and emotional intelligence for sustainable wellness among the young generation10 cited
  • 2024Sustainable Collaboration and Incentive Policies for the Integration of Professional Education and Innovation and Entrepreneurship Education (IPEIEE)

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8 cited
  • 2022Entrepreneurship programs and their underlying pedagogy in secondary education in the Netherlands6 cited
  • 2020A vállalkozóképzés formái6 cited