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Teaching students scrum using LEGO blocks
6 references·3 citing·40 second hop
Teaching students scrum using LEGO blocks (2014)Teaching students scrum using LEGO blocksSCRUMIA—An educational game for teaching SCRUM in computing courses (2013)SCRUMIA—An educational game f…Evaluation of a game to teach requirements collection and analysis in software engineering at tertiary education level (2010)Evaluation of a game to teach…Evaluating Training Programs : The Four Levels (2009)Evaluating Training Programs …Evaluating Training Programs: The Four Levels (2006)Evaluating Training Programs:…An experimental card game for teaching software engineering processes (2004)An experimental card game for…Cooperative Versus Competitive Efforts and Problem Solving (1995)Cooperative Versus Competitiv…Serious games in management education: An acceptance analysis (2021)Serious games in management e…Agile Methodologies in Education: A Review (2018)Agile Methodologies in Educat…Teaching university students Kanban with a collaborative board game (2016)Teaching university students …Experiential Learning (1984)Situated Learning: Legitimate Peripheral Participation. (1994)Video Games and the Future of Learning (2005)Evaluation of learning outcomes using an educational iPhone game vs. traditional game (2013)Quick quiz: A gamified approach for enhancing learning (2013)The development approach of a pedagogically-driven serious game to support Relationship and Sex Education (RSE) within a classroom setting (2013)Collaborative learning: higher education, interdependence, and the authority of knowledge (1994)Eliciting self-explanations improves understanding, (1994)Discovering models of software processes from event-based data (1998)Introduction to Games-Based Learning (2009)A systematic mapping study on game-related methods for software engineering education (2017)Impacts of a flipped classroom with a smart learning diagnosis system on students' learning performance, perception, and problem solving ability in a software engineering course (2018)Experiential Learning : Experience as the Source of Learning and Development (1983)Case Study Research: Design and Methods (1984)Scale Development : Theory and Applications (1991)MEEGA+: Um Modelo para a Avaliação de Jogos Educacionais para o ensino de Computação (2019)The effects of game‐based learning in the acquisition of “soft skills” on undergraduate software engineering courses: A systematic literature review (2020)Nebraska Symposium on Motivation, 1961 (1963)Statistical Methods for Meta-Analysis (1988)Cooperation and Competition: Theory and Research (1989)Problem‐based learning: why curricula are likely to show little effect on knowledge and clinical skills (2000)Examining a multidimensional model of student motivation and engagement using a construct validation approach (2006)First Things First: Developing Academic Competence in the First Year of College* (2006)Toyota production system and Kanban system Materialization of just-in-time and respect-for-human system (1977)Mixing Qualitative and Quantitative Methods: Triangulation in Action (1979)Research Methods and Statistics in Psychology (2014)The Role of Google Scholar in Evidence Reviews and Its Applicability to Grey Literature Searching (2015)Collaborative agile learning in online environments: Strategies for improving team regulation and project management (2017)The theory of planned behavior (1991)User Acceptance of Information Technology: Toward A Unified View1 (2003)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)Factors influencing microgame adoption among secondary school mathematics teachers supported by structural equation modelling-based research (2022)Mechanism of gamification: Role of flow in the behavioral and emotional pathways of engagement in management education (2022)The Impact of Serious Games in Economic and Business Education: A Case of ERP Business Simulation (2022)Reviewing Diversity Training: Where We Have Been and Where We Should Go (2012)Twelve tips for “flipping” the classroom (2014)Resilience in higher education students: a scoping review (2019)The flawed four‐level evaluation model (1996)A critical analysis of evaluation practice: the Kirkpatrick model and the principle of beneficence (2004)The Science of Training and Development in Organizations (2012)
this work references cited by second hop

References

  • 2009Evaluating Training Programs : The Four Levels4,738 cited
  • 2006Evaluating Training Programs: The Four Levels1,609 cited
  • 1995Cooperative Versus Competitive Efforts and Problem Solving489 cited
  • 2004An experimental card game for teaching software engineering processes214 cited
  • 2010Evaluation of a game to teach requirements collection and analysis in software engineering at tertiary education level185 cited
  • 2013SCRUMIA—An educational game for teaching SCRUM in computing courses128 cited

Cited by

  • 2021Serious games in management education: An acceptance analysis88 cited
  • 2018Agile Methodologies in Education: A Review80 cited
  • 2016Teaching university students Kanban with a collaborative board game40 cited

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