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An Evaluation of a Business Game in an MBA Curriculum
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An Evaluation of a Business Game in an MBA Curriculum (1962)An Evaluation of a Business Game in an MB…Creating a Modified Monopoly Game for Promoting Students' Higher-Order Thinking Skills and Knowledge Retention (2021)Creating a Modified Monopoly …A Systematic Survey of Games Used for Software Engineering Education (2011)A Systematic Survey of Games …Learning through business games – an analysis of successes and failures (2009)Learning through business gam…Perspective—Historical Roots of theA Behavioral Theory of the FirmModel at GSIA (2007)Perspective—Historical Roots …DEVELOPING MANAGERIAL EFFECTIVENESS: ASSESSING AND COMPARING THE IMPACT OF DEVELOPMENT PROGRAMMES USING A MANAGEMENT SIMULATION OR A MANAGEMENT GAME (2005)DEVELOPING MANAGERIAL EFFECTI…Role-Event Gaming Simulation in Management Education (1989)Role-Event Gaming Simulation …THE EFFECTS OF GAME COMPLEXITY ON THE ACQUISITION OF BUSINESS POLICY KNOWLEDGE * (1978)THE EFFECTS OF GAME COMPLEXIT…Correlates and Measures of the External Validity of Computer-Based Business Policy Decision-Making Environments (1976)Correlates and Measures of th…A Comparative Evaluation of the Experiential Approach as a Business Policy Learning Environment (1975)A Comparative Evaluation of t…The Teaching Effectiveness of Games in Collegiate Business Courses (1973)The Teaching Effectiveness of…Thought and language (1962)The effects of feedback interventions on performance: A historical review, a meta-analysis, and a preliminary feedback intervention theory. (1996)Interactive-engagement versus traditional methods: A six-thousand-student survey of mechanics test data for introductory physics courses (1998)Uma proposta de avaliação de desempenho por funções em ambiente simulado (2021)Organizational Learning: Observations Toward a Theory (1965)A Theory of Leadership Effectiveness. (1968)Managerial Behavior, Performance, and Effectiveness. (1971)Effects of Using an Instructional Game on Motivation and Performance (1991)An Exploration of Game-Derived Learning in Total Enterprise Simulations (2001)Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain (1956)The Nature of Managerial Work (1974)Architecture of Cognition (1983)A Further Study of the External Validity of Business Games: Five-Year Peer Group Indicators (1993)Simulations and games (2009)Simulations Versus Case Studies: Effectively Teaching the Premises of Sustainable Development in the Classroom (2019)Experiential Learning : Experience as the Source of Learning and Development (1983)Experience and Education (1986)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1994)How to Evaluate Educational Games: a Systematic Literature Review. (2016)Games for learning: bridging game-related education methods to software engineering knowledge areas (2017)Using game simulator Software Inc in the Software Engineering education (2020)The critical incident technique. (1954)Studies in the reliability and validity of the critical incident technique. (1964)External Validity of Business Games (1986)The Integration of Functional and Strategic Management Skills in a Business Game Learning Environment (1993)Critical Incident Technique (2007)Educational Validity of Business Gaming Simulation: A Research Methodology Framework (2010)The Role of Management Games in Education and Research (1961)A Study of the Educational Value of Management Games (1966)Organizational psychology : an experiential approach (1971)Team Cohesion Effects on Business Game Performance (1988)The Architecture of Computerized Business Gaming Simulations (2004)A BEHAVIORAL MODEL OF RATIONAL CHOICE (1955)A Garbage Can Model of Organizational Choice (1972)Exploration and Exploitation in Organizational Learning (1991)The Politics of the Behavioural Revolution in Organization Studies (2009)Poetry and Leadership in Light of Ambiguity and Logic of Appropriateness (2015)Practices, Background Knowledge, Communities of Practice, Social Orders (2019)Games, Motivation, and Learning: A Research and Practice Model (2002)Evaluating Training Programs : The Four Levels (2009)Teaching New Product Development Using the ‘CityCar’ Simulation (2009)Experimental and Quasi-Experimental Designs for Research (1963)Situated Learning: Legitimate Peripheral Participation. (1994)A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)The Acquisition of Experience in a Complex Management Game (1963)Personnel Training and Development (1971)The External Validity of a Business Management Game (1986)
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  • 1989Role-Event Gaming Simulation in Management Education106 cited
  • 1973The Teaching Effectiveness of Games in Collegiate Business Courses90 cited
  • 1978THE EFFECTS OF GAME COMPLEXITY ON THE ACQUISITION OF BUSINESS POLICY KNOWLEDGE *88 cited
  • 2011A Systematic Survey of Games Used for Software Engineering Education81 cited
  • 1976Correlates and Measures of the External Validity of Computer-Based Business Policy Decision-Making Environments58 cited
  • 2007Perspective—Historical Roots of theA Behavioral Theory of the FirmModel at GSIA47 cited
  • 1975A Comparative Evaluation of the Experiential Approach as a Business Policy Learning Environment35 cited
  • 2021Creating a Modified Monopoly Game for Promoting Students' Higher-Order Thinking Skills and Knowledge Retention31 cited
  • 2005DEVELOPING MANAGERIAL EFFECTIVENESS: ASSESSING AND COMPARING THE IMPACT OF DEVELOPMENT PROGRAMMES USING A MANAGEMENT SIMULATION OR A MANAGEMENT GAME20 cited
  • 2009Learning through business games – an analysis of successes and failures16 cited

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