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Debriefing
3 references·15 citing·38 second hop
Debriefing (1984)DebriefingDEFENSIVE COMMUNICATION (1961)DEFENSIVE COMMUNICATIONThe Process of Communication (1960)The Process of CommunicationPlans and the structure of behavior. (1960)Plans and the structure of be…Assessing the Distinctive Contributions of Simulation & Gaming to the Literature, 1970-2019: A Bibliometric Review (2020)Assessing the Distinctive Con…A framework to design vocabulary-based serious games for children with autism spectrum disorder (ASD) (2019)A framework to design vocabul…Serious Games are a Serious Tool for Team Research (2017)Serious Games are a Serious T…Is role playing in Requirements Engineering Education increasing learning outcome? (2016)Is role playing in Requiremen…Does individual or collaborative self-debriefing better enhance learning from games? (2013)Does individual or collaborat…Influence of Group Processing on Achievement and Perception of Social and Academic Support in Elementary Inexperienced Cooperative Learning Groups (2012)Influence of Group Processing…Running Simulations without Ruining Your Life: Simple Ways to Incorporate Active Learning into Your Teaching (2011)Running Simulations without R…Using Gaming Literacies to Cultivate New Literacies (2009)Using Gaming Literacies to Cu…The Role of Debriefing in Simulation-Based Learning (2007)The Role of Debriefing in Sim…High-Fidelity Simulation and the Development of Clinical Judgment: Students' Experiences (2007)High-Fidelity Simulation and …The role of simulation gaming in policy-making (2000)The role of simulation gaming…Adapting an American-based Simulation to a Hong Kong Classroom (2000)Adapting an American-based Si…Measuring Student Learning Using Business Simulations: A Theory Based Perspective (1997)Measuring Student Learning Us…Designing Practice-Based Learning Environments (1996)Designing Practice-Based Lear…Debriefing: Toward a Systematic Assessment of Theory and Practice (1992)Debriefing: Toward a Systemat…Games, Motivation, and Learning: A Research and Practice Model (2002)The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance (2004)Good Video Games and Good Learning (2007)Middle School Science Teachers’ Confidence and Pedagogical Practice of New Literacies (2012)Attitudes towards and Effects of the Use of Video Games in Classroom Learning with Specific Reference to Literacy Attainment (2013)Design and analysis of collaborative interactions in social educational videogames (2013)Taxonomy of Educational Objectives. Handbook I: Cognitive Domain (1966)Experiential Learning : Experience as the Source of Learning and Development (1983)Does Active Learning Work? A Review of the Research (2004)Zombies and International Relations: A Simple Guide for Bringing the Undead into Your Classroom (2012)Assessing Knowledge Retention, With and Without Simulations (2018)The transparency of denial: Briefing in the debriefing paradigm. (1985)Experience and Education (1986)Motivating Children to Learn Effectively: Exploring the Value of Intrinsic Integration in Educational Games (2011)Simulation in healthcare education: A best evidence practical guide. AMEE Guide No. 82 (2013)Educational leadership (2015)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1956)Prisoner's Dilemma (1965)Brain of the firm (1972)A categorization of actor analysis methods (2010)Games for Aiding Stakeholder Deliberation on Nexus Policy Issues (2018)Role‐playing games in natural resource management and research: Lessons learned from theory and practice (2018)The Modern Practice of Adult Education: From Pedagogy to Andragogy (1970)Features and uses of high-fidelity medical simulations that lead to effective learning: a BEME systematic review (2005)A critical review of simulation‐based medical education research: 2003–2009 (2009)Educating the Reflective Practitioner: Toward a New Design for Teaching and Learning in the Professions (1987)Focus Groups as Qualitative Research (1997)Dual coding theory and education (1991)Teaching For Quality Learning At University (1999)Teaching for quality learning at university (2008)THE ROLE OF TUTORING IN PROBLEM SOLVING * (1976)From Intentions to Actions: A Theory of Planned Behavior (1985)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)The relationship marketing process: communication, interaction, dialogue, value (2004)Defining Strategic Communication (2007)Media, Tasks, and Communication Processes: A Theory of Media Synchronicity1 (2008)E-commerce: the role of familiarity and trust (2000)Reconceptualizing Mentoring at Work: A Developmental Network Perspective (2001)
this work references cited by second hop

References

  • 1960Plans and the structure of behavior.4,630 cited
  • 1960The Process of Communication660 cited
  • 1961DEFENSIVE COMMUNICATION324 cited

Cited by

  • 2007The Role of Debriefing in Simulation-Based Learning1,858 cited
  • 2007High-Fidelity Simulation and the Development of Clinical Judgment: Students' Experiences548 cited
  • 1992Debriefing: Toward a Systematic Assessment of Theory and Practice441 cited
  • 2011Running Simulations without Ruining Your Life: Simple Ways to Incorporate Active Learning into Your Teaching76 cited
  • 2009Using Gaming Literacies to Cultivate New Literacies56 cited
  • 2016Is role playing in Requirements Engineering Education increasing learning outcome?44 cited
  • 2000The role of simulation gaming in policy-making42 cited
  • 2013Does individual or collaborative self-debriefing better enhance learning from games?40 cited
  • 2019A framework to design vocabulary-based serious games for children with autism spectrum disorder (ASD)36 cited
  • 2012Influence of Group Processing on Achievement and Perception of Social and Academic Support in Elementary Inexperienced Cooperative Learning Groups34 cited
  • 2017Serious Games are a Serious Tool for Team Research33 cited

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2020
Assessing the Distinctive Contributions of Simulation & Gaming to the Literature, 1970-2019: A Bibliometric Review
25 cited
  • 2000Adapting an American-based Simulation to a Hong Kong Classroom9 cited
  • 1997Measuring Student Learning Using Business Simulations: A Theory Based Perspective5 cited
  • 1996Designing Practice-Based Learning Environments1 cited