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The purpose of this study is to assess the educational value of simulation gaming in business policy courses. It examines and compares student and practitioner perceptions of simulation effectiveness in enhancing participants' appreciation of and skills in, such areas as interpersonal relationships, theory application to real-world problems, planning, decision making/problem solving, conceptualization/integration of business functional issues, and environmental analysis.
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Stored only when both papers are in the corpus — 39 citations exist upstream.
Papers that cite the same references — the relational fallback while embeddings are still backfilling.
Imported from OpenAlex (CC0) — nothing here is generated.