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Experiential Learning and the Effectiveness of Economic Simulation Games
3 references·10 citing·35 second hop
Experiential Learning and the Effectiveness of Economic Simulation Games (1998)Experiential Learning and the Effectivene…The Teaching Effectiveness of Games in Collegiate Business Courses (1985)The Teaching Effectiveness of…Experiential Learning : Experience as the Source of Learning and Development (1983)Experiential Learning : Exper…The Educational Effectiveness of Simulation Games (1981)The Educational Effectiveness…Central and Eastern European Experience of the X-Culture Project in Teaching International Management and Cross-Cultural Communication (2018)Central and Eastern European …Gender differences in learning preferences among participants of serious business games (2017)Gender differences in learnin…Microgames for Situated Learning (2016)Microgames for Situated Learn…From Game Design to Service Design (2016)From Game Design to Service D…Conceptual and Theoretical Foundations: Experiential Learning in International Business and International Management Fields (2015)Conceptual and Theoretical Fo…Enhancing organizational business process perception : experiences from constructing and applying a dynamic business simulation game (2014)Enhancing organizational busi…Bringing the World into our Classrooms: The Benefits of Engaging Students in an International Business Simulation (2013)Bringing the World into our C…Student experiences of the use of a marketing simulation game (2008)Student experiences of the us…Business Games as Pedagogical Tools (2007)Business Games as Pedagogical…Mapping Market Entry in the Classroom: The Market Access Planning System (MAPS) (2000)Mapping Market Entry in the C…Case Study Research: Design and Methods (1984)Situated Learning: Legitimate Peripheral Participation. (1994)Player-reported Impediments to Game-based Learning (2014)Simulation Games in Learning (1973)Experiential Activities and Multicultural Counseling Competence Training (2003)Assessment in Simulation and Gaming (2009)Crip for a day: The unintended negative consequences of disability simulations. (2017)National Science Education Standards (1995)Proceedings of the 2001 Winter Simulation Conference (2001)Games, Motivation, and Learning: A Research and Practice Model (2002)A simulation based game approach for teaching operations management topics (2012)Serious games in business process management: a systematic literature review (2021)A new scale for the measurement of interpersonal trust1 (1967)Managerial Attitudes and Performance. (1969)The Nature of Managerial Work. (1974)What are we talking about??A taxonomy of computer simulations to support learning (2000)ACTIVE LEARNING OF RESPIRATORY PHYSIOLOGY IMPROVES PERFORMANCE ON RESPIRATORY PHYSIOLOGY EXAMINATIONS (2001)Learning style preferences of medical students: a single-institute experience from Saudi Arabia (2011)Situated Learning (1991)Flow: the psychology of optimal experience (1990)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Evolving to a New Dominant Logic for Marketing (2003)Service Design Games as Innovation Tools, Knowledge Creators, and Simulation/Games (2016)Gamification in the customer journey: a conceptual model and future research opportunities (2023)Experiential Learning Theory: A Dynamic, Holistic Approach to Management Learning, Education and Development (2009)Experiential Learning Theory: Previous Research and New Directions (2014)Handbook of Research on Educational Communications and Technology (2013)Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain (1956)Digital Game-Based Learning (2020)Student nurses' experience using a serious game to learn environmental hazard and safety assessment (2020)Game-based learning: Teaching principles of economics and investment finance through Monopoly (2021)Limited usefulness of learning style instruments in advancing teaching and learning (2022)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)
this work references cited by second hop

References

  • 1983Experiential Learning : Experience as the Source of Learning and Development33,193 cited
  • 1981The Educational Effectiveness of Simulation Games196 cited
  • 1985The Teaching Effectiveness of Games in Collegiate Business Courses145 cited

Cited by

  • 2017Gender differences in learning preferences among participants of serious business games38 cited
  • 2014Enhancing organizational business process perception : experiences from constructing and applying a dynamic business simulation game37 cited
  • 2016Microgames for Situated Learning32 cited
  • 2016From Game Design to Service Design27 cited
  • 2007Business Games as Pedagogical Tools12 cited
  • 2015Conceptual and Theoretical Foundations: Experiential Learning in International Business and International Management Fields11 cited
  • 2013Bringing the World into our Classrooms: The Benefits of Engaging Students in an International Business Simulation11 cited
  • 2018Central and Eastern European Experience of the X-Culture Project in Teaching International Management and Cross-Cultural Communication9 cited
  • 2008Student experiences of the use of a marketing simulation game6 cited
  • 2000Mapping Market Entry in the Classroom: The Market Access Planning System (MAPS)6 cited

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