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The Case Approach Versus Gaming in the Teaching of Business Policy: An Experimental Evaluation
0 references·16 citing·49 second hopsampled
The Case Approach Versus Gaming in the Teaching of Business Policy: An Experimental Evaluation (1975)The Case Approach Versus Gaming in the Te…Creating a Modified Monopoly Game for Promoting Students' Higher-Order Thinking Skills and Knowledge Retention (2021)Creating a Modified Monopoly …Teaching sustainability to a broad audience through an entertainment game – The effect of Catan: Oil Springs (2017)Teaching sustainability to a …Sales Simulation Games (2015)Sales Simulation GamesDigital Simulations for Improving Education: Learning Through Artificial Teaching Environments (2008)Digital Simulations for Impro…An Exploration of Game-Derived Learning in Total Enterprise Simulations (2001)An Exploration of Game-Derive…The Effectiveness of Business Games in Strategic Management Course Work (1997)The Effectiveness of Business…On the Use of Computerized Simulations for Entrepreneurship Education (1994)On the Use of Computerized Si…The Integration of Functional and Strategic Management Skills in a Business Game Learning Environment (1993)The Integration of Functional…Managerial Skills Acquisition: A Case for Using Business Policy Simulations (1992)Managerial Skills Acquisition…Role-Event Gaming Simulation in Management Education (1989)Role-Event Gaming Simulation …The External Validity of a Business Management Game (1986)The External Validity of a Bu…The Teaching Effectiveness of Games in Collegiate Business Courses (1985)The Teaching Effectiveness of…Education TEAM‐SIZE EFFECTS ON BUSINESS GAME PERFORMANCE AND DECISION‐MAKING BEHAVIORS (1983)Education TEAM‐SIZE EFFECTS O…THE EFFECTS OF GAME COMPLEXITY ON THE ACQUISITION OF BUSINESS POLICY KNOWLEDGE * (1978)THE EFFECTS OF GAME COMPLEXIT…The Effects and Effectiveness of Simulations in Business Policy Teaching Applications (1976)The Effects and Effectiveness…Correlates and Measures of the External Validity of Computer-Based Business Policy Decision-Making Environments (1976)Correlates and Measures of th…Americans View Their Mental Health. (1960)Careers in Organizations. (1977)The guide to simulations-games for education and training. 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(1954)Studies in the reliability and validity of the critical incident technique. (1964)Critical Incident Technique (2007)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)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)The Architecture of Computerized Business Gaming Simulations (2004)The Characteristics of Effective Organizations. (1973)The Role of Management Games and Simulations in Education and Research (1990)Business Simulation Games: Current Usage Levels—An Update (1998)A Qualitative Meta-Analysis of Computer Games as Learning Tools (2011)Applying the modality principle to real-time feedback and the acquisition of higher-order cognitive skills (2011)Running Simulations without Ruining Your Life: Simple Ways to Incorporate Active Learning into Your Teaching (2011)Theory-oriented evaluation for the design of and research in gaming and simulation (2006)Making the Most of an Internship: An Empirical Study of Internship Satisfaction (2009)Strategic Management and Business Policy (2012)A Proof-of-Concept Study of Game-Based Learning in Higher Education (2016)A Survey of the Use of Business Games in Academia and Business (1987)A Role for Management Games in Internationalizing the Business School Curriculum (1993)The Impact of Involvement on Performance in Business Simulations: An Examination of Goosen's “Know Little” Decision-Making Thesis (2003)The effect of anticipatory emotions on students’ performance in marketing simulations (2015)The Problem of Social Cost (1960)From Intentions to Actions: A Theory of Planned Behavior (1985)A Behavioral Approach to the Rational Choice Theory of Collective Action Presidential Address, American political Science Association, 1997 (2010)Evaluating the Effectiveness of an Augmented Reality Game Promoting Environmental Action (2021)Applying Game-Based Experiential Learning to Comprehensive Sustainable Development-Based Education (2022)Playing at the school table: Systematic literature review of board, tabletop, and other analog game-based learning approaches (2023)
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  • 1997The Effectiveness of Business Games in Strategic Management Course Work168 cited
  • 1985The Teaching Effectiveness of Games in Collegiate Business Courses145 cited
  • 1989Role-Event Gaming Simulation in Management Education106 cited
  • 1978THE EFFECTS OF GAME COMPLEXITY ON THE ACQUISITION OF BUSINESS POLICY KNOWLEDGE *88 cited
  • 2017Teaching sustainability to a broad audience through an entertainment game – The effect of Catan: Oil Springs83 cited
  • 2001An Exploration of Game-Derived Learning in Total Enterprise Simulations83 cited
  • 1986The External Validity of a Business Management Game60 cited
  • 1976Correlates and Measures of the External Validity of Computer-Based Business Policy Decision-Making Environments58 cited
  • 1983Education TEAM‐SIZE EFFECTS ON BUSINESS GAME PERFORMANCE AND DECISION‐MAKING BEHAVIORS55 cited
  • 1993The Integration of Functional and Strategic Management Skills in a Business Game Learning Environment50 cited
  • 1976The Effects and Effectiveness of Simulations in Business Policy Teaching Applications48 cited
  • 1992Managerial Skills Acquisition: A Case for Using Business Policy Simulations39 cited
  • 2008Digital Simulations for Improving Education: Learning Through Artificial Teaching Environments37 cited

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2021
Creating a Modified Monopoly Game for Promoting Students' Higher-Order Thinking Skills and Knowledge Retention
31 cited
  • 1994On the Use of Computerized Simulations for Entrepreneurship Education27 cited
  • 2015Sales Simulation Games27 cited