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Adding Badging to a Marketing Simulation to Increase Motivation to Learn
10 references·4 citing·43 second hop
Adding Badging to a Marketing Simulation to Increase Motivation to Learn (2015)Adding Badging to a Marketing Simulation …GAMIFICATION OF LEARNING AND EDUCATIONAL GAMES (2013)GAMIFICATION OF LEARNING AND …Formation of Novice Business Students’ Mental Models Through Simulation Gaming (2013)Formation of Novice Business …Adaptive Advice in Learning With a Computer-Based Knowledge Management Simulation Game (2012)Adaptive Advice in Learning W…Gamification in Education: What, How, Why Bother? (2011)Gamification in Education: Wh…Answers, Questions, and Deceptions: What Is the Role of Games in Business Education? (2005)Answers, Questions, and Decep…Enhancing Learning Outcomes: The Effects of Instructional Technology, Learning Styles, Instructional Methods, and Student Behavior (2003)Enhancing Learning Outcomes: …Simulations, Games, and Experience-Based Learning: The Quest for a New Paradigm for Teaching and Learning (1999)Simulations, Games, and Exper…Business Simulation Games: Current Usage Levels. A Ten Year Update (1996)Business Simulation Games: Cu…A Survey of the Use of Business Games in Academia and Business (1987)A Survey of the Use of Busine…Experiential Learning : Experience as the Source of Learning and Development (1983)Experiential Learning : Exper…Escape From Passive Learning: Harnessing Gamified Digital Educational Escape Rooms for Immersive Marketing Education (2024)Escape From Passive Learning:…Motivating Professional Student Behavior Through a Gamified Personal Branding Assignment (2019)Motivating Professional Stude…Instructional digital badges: effective learning tools (2019)Instructional digital badges:…IMPROVING INFORMATION LITERACY THROUGH GAMIFICATION: FANTASY BRAND LEAGUES (2019)IMPROVING INFORMATION LITERAC…Social Foundations of Thought and Action : A Social Cognitive Theory (1985)A Theory of Goal Setting and Task PerformanceA Theory of Goal Setting and Task Performance, by LockeEdwin A. and LathamGary P.. Englewood Cliffs, NJ: Prentice-Hall, 1990. (1991)From Content to Context: Videogames as Designed Experience (2006)Gamification and student motivation (2014)The effect of gamification on motivation and engagement (2017)Gamified learning in higher education: A systematic review of the literature (2018)Motivation and Personality (1997)Gamification of Learning in Accounting Education (2014)The effect of competences on learning results an educational experience with a business simulator (2014)Democracy and Education (2015)Is it worth it to consider videogames in accounting education? A comparison of a simulation and a videogame in attributes, motivation and learning outcomes (2016)Games, Motivation, and Learning: A Research and Practice Model (2002)Should There Be a Three-Strikes Rule Against Pure Discovery Learning? (2004)Inquiry‐based science instruction—what is it and does it matter? Results from a research synthesis years 1984 to 2002 (2009)Examining the characteristics of game-based learning: A content analysis and design framework (2020)Integrating adaptivity in educational games: a combined bibliometric analysis and meta-analysis review (2020)Encouraging gameful experience in digital game-based learning: A double-mediation model of perceived instructional support, group engagement, and flow (2021)Seven Principles for Good Practice in Undergraduate Education (1989)Computer Self-Efficacy: Development of a Measure and Initial Test (1995)The Reflective Learning Continuum: Reflecting on Reflection (2005)Pedagogical affect, student interest, and learning performance (2007)Examining the impact of case-based learning on student engagement, learning motivation and learning performance among university students (2019)Experience and Education (1986)Emotional Intelligence (1990)Playing Games with International Relations (2005)Creating Simulations for Political Science Education (2006)Simulations and games (2006)Mind, Self, and Society (2015)A Theory of Goal Setting and Task Performance (1991)Building a practically useful theory of goal setting and task motivation: A 35-year odyssey. (2002)The Role of Management Games in Education and Research (1961)Business research methods (1978)Role-Event Gaming Simulation in Management Education (1989)An Exploratory Taxonomy of Business Games (2013)The Evolution of Simulation-Based Learning Across the Disciplines, 1965–2018: A Science Map of the Literature (2019)Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education (2005)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)Board Game in Physics Classes—a Proposal for a New Method of Student Assessment (2018)Effects of gamified classroom management on the divergent thinking and creative tendency of elementary students (2020)Current Issues and Future Directions in Simulation-Based Training (2008)A Student ERP Simulation Game: A Longitudinal Study (2012)Simulation-Based Training for Project Management Education: Mind the Gap, As One Size Does Not Fit All (2013)
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References

  • 1983Experiential Learning : Experience as the Source of Learning and Development33,193 cited
  • 2011Gamification in Education: What, How, Why Bother?1,242 cited
  • 1999Simulations, Games, and Experience-Based Learning: The Quest for a New Paradigm for Teaching and Learning347 cited
  • 2003Enhancing Learning Outcomes: The Effects of Instructional Technology, Learning Styles, Instructional Methods, and Student Behavior237 cited
  • 1987A Survey of the Use of Business Games in Academia and Business145 cited
  • 2012Adaptive Advice in Learning With a Computer-Based Knowledge Management Simulation Game86 cited
  • 2005Answers, Questions, and Deceptions: What Is the Role of Games in Business Education?71 cited
  • 2013GAMIFICATION OF LEARNING AND EDUCATIONAL GAMES63 cited
  • 1996Business Simulation Games: Current Usage Levels. A Ten Year Update61 cited
  • 2013Formation of Novice Business Students’ Mental Models Through Simulation Gaming36 cited

Cited by

  • 2019Instructional digital badges: effective learning tools59 cited
  • 2019Motivating Professional Student Behavior Through a Gamified Personal Branding Assignment37 cited
  • 2019IMPROVING INFORMATION LITERACY THROUGH GAMIFICATION: FANTASY BRAND LEAGUES12 cited
  • 2024Escape From Passive Learning: Harnessing Gamified Digital Educational Escape Rooms for Immersive Marketing Education

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10 cited