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The effect of competences on learning results an educational experience with a business simulator
15 references·11 citing·53 second hop
The effect of competences on learning results an educational experience with a business simulator (2014)The effect of competences on learning res…Comparing student competences in a face-to-face and online business game (2013)Comparing student competences…Software Technologies in Knowledge Society. (2011)Software Technologies in Know…EGameFlow: A scale to measure learners’ enjoyment of e-learning games (2008)EGameFlow: A scale to measure…What drives a successful e-Learning? An empirical investigation of the critical factors influencing learner satisfaction (2007)What drives a successful e-Le…Teaching the Virtual Generation. (2007)Teaching the Virtual Generati…Answers, Questions, and Deceptions: What Is the Role of Games in Business Education? (2005)Answers, Questions, and Decep…A Survey of Simulation Game Users, Former-Users, and Never-Users (2004)A Survey of Simulation Game U…Business Simulation Games: The Hong Kong Experience (2003)Business Simulation Games: Th…On Being an Online Tutor (2002)On Being an Online TutorConstructs of Simulation Evaluation (2002)Constructs of Simulation Eval…The Changing Nature of Business Simulation/ Gaming Research: A Brief History (2001)The Changing Nature of Busine…Using a business simulation to teach applied skills – the benefits and the challenges of using student teams from multiple countries (2000)Using a business simulation t…Knowledge work and the new demands of learning (2000)Knowledge work and the new de…Simulation Gaming for Sales Management Training (1994)Simulation Gaming for Sales M…Using Computer Simulations in Management Education (1992)Using Computer Simulations in…Business simulation games from the perspective of accounting and management professors: Implications for sustainability education in universities (2025)Business simulation games fro…Systematic Review of Learning Generic Skills in Higher Education—Enhancing and Impeding Factors (2022)Systematic Review of Learning…Developing and validating a business simulation systems success model in the context of management education (2022)Developing and validating a b…Uma proposta de avaliação de desempenho por funções em ambiente simulado (2021)Uma proposta de avaliação de …Transfer of learning in accounting programs: The role of business games (2021)Transfer of learning in accou…Gamification in E-Learning and Sustainability: A Theoretical Framework (2021)Gamification in E-Learning an…Competencies in business degrees: A face-to-face and online comparative study (2020)Competencies in business degr…Business Games and Stock Market: An analysis of students’ learning in a Business Administration course (2020)Business Games and Stock Mark…Determinants of the Effectiveness of Using Renewable Resource Management-Based Simulations in the Development of Critical Thinking: An Application of the Experiential Learning Theory (2019)Determinants of the Effective…Do business games foster skills? A cross-cultural study from learners' views (2018)Do business games foster skil…SIMULATION AND LEARNING DYNAMICS IN BUSINESS GAMES (2017)SIMULATION AND LEARNING DYNAM…Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Scale Development : Theory and Applications (1991)The role of psychology in understanding the impact of computer games (2011)Assessment in and of Serious Games: An Overview (2013)Gameful Experience in Gamification: Construction and Validation of a Gameful Experience Scale [GAMEX] (2018)Developing Critical Thinkers (1989)The Role of Management Games and Simulations in Education and Research (1990)Business Simulation Games: Current Usage Levels—An Update (1998)An Analysis of Influence of Business Simulation Games on Business School Students’ Attitude and Intention Toward Entrepreneurial Activities (2018)Education for sustainable development through business simulation games: An exploratory study of sustainability gamification and its effects on students' learning outcomes (2018)Encouraging intrinsic motivation in management training: The use of business simulation games (2019)Mind in Society: The Development of Higher Psychological Processes (1978)Absorptive Capacity: A New Perspective on Learning and Innovation (1990)A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)Research in online and blended learning in the business disciplines: Key findings and possible future directions (2009)Using the kaleidoscope career model to examine generational differences in work attitudes (2009)The impact of a simulation game on operations management education (2011)Electronic collaborators: learner-centered technologies for literacy, apprenticeship, and discourse (1999)The virtual university: the Internet and resource-based learning (2001)Towards Constructivism: Investigating Students' Perceptions and Learning as a Result of Using an Online Environment (2002)E-Moderating (2004)Critical issues for e‐learning delivery: what may seem obvious is not always put into practice (2008)Online language teaching: The pedagogical challenges (2011)Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain (1956)The Practice of Social Research. (1976)The Practice of Social Research (1989)The use of virtual simulations in teacher education to develop pre-service teachers’ behaviour and classroom management skills: implications for reflective practice (2020)The use of virtual simulations in teacher education to develop pre-service teachers’ behaviour and classroom management skills: implications for reflective practice (2020)A Cognitive Model of the Antecedents and Consequences of Satisfaction Decisions (1980)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)The Effectiveness of Blended Learning in Health Professions: Systematic Review and Meta-Analysis (2016)Pembelajaran Daring di Tengah Wabah Covid-19 (2020)Pembelajaran Online di Tengah Pandemi Covid-19 (2020)Basic Marketing Research (1988)Simulations and games (2006)Developments in Business Gaming (2008)Applying a business simulation game in a flipped classroom to enhance engagement, learning achievement, and higher-order thinking skills (2022)Higher education as a filter (1973)Review of Psychometric theory (2nd ed.). (1979)Organizational Learning (1985)Adquisición de competencias a través de juegos serios en el área contable: un análisis empírico (2017)A model for aligning assessment with competences and learning activities in online courses (2018)Student interactions in online discussion forums: their perception on learning with business simulation games (2018)Testing for competence rather than for "intelligence." (1973)The qualitative content analysis process (2008)Psychological correlates of university students' academic performance: A systematic review and meta-analysis. (2012)Conceptualizations and instructional strategies on critical thinking in higher education: A systematic review of systematic reviews (2023)Quality of accounting graduates and employers’ expectationsin Ghana (2024)More Than Fun and Games: Reconsidering the Virtues of Strategic Management Simulations (2005)Theory-oriented evaluation for the design of and research in gaming and simulation (2006)Are educational computer micro-games engaging and effective for knowledge acquisition at high-schools? A quasi-experimental study (2011)
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References

  • 2007What drives a successful e-Learning? An empirical investigation of the critical factors influencing learner satisfaction2,726 cited
  • 2008EGameFlow: A scale to measure learners’ enjoyment of e-learning games767 cited
  • 2007Teaching the Virtual Generation.328 cited
  • 2004A Survey of Simulation Game Users, Former-Users, and Never-Users229 cited
  • 2002Constructs of Simulation Evaluation215 cited
  • 2001The Changing Nature of Business Simulation/ Gaming Research: A Brief History192 cited
  • 2000Using a business simulation to teach applied skills – the benefits and the challenges of using student teams from multiple countries128 cited
  • 2002On Being an Online Tutor123 cited
  • 2013Comparing student competences in a face-to-face and online business game82 cited
  • 2005Answers, Questions, and Deceptions: What Is the Role of Games in Business Education?71 cited
  • 2000Knowledge work and the new demands of learning63 cited
  • 2011Software Technologies in Knowledge Society.53 cited
  • 1994Simulation Gaming for Sales Management Training52 cited
  • 1992Using Computer Simulations in Management Education44 cited
  • 2003Business Simulation Games: The Hong Kong Experience

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41 cited

Cited by

  • 2022Systematic Review of Learning Generic Skills in Higher Education—Enhancing and Impeding Factors82 cited
  • 2021Gamification in E-Learning and Sustainability: A Theoretical Framework52 cited
  • 2019Determinants of the Effectiveness of Using Renewable Resource Management-Based Simulations in the Development of Critical Thinking: An Application of the Experiential Learning Theory38 cited
  • 2022Developing and validating a business simulation systems success model in the context of management education33 cited
  • 2018Do business games foster skills? A cross-cultural study from learners' views30 cited
  • 2021Transfer of learning in accounting programs: The role of business games16 cited
  • 2020Competencies in business degrees: A face-to-face and online comparative study14 cited
  • 2021Uma proposta de avaliação de desempenho por funções em ambiente simulado13 cited
  • 2017SIMULATION AND LEARNING DYNAMICS IN BUSINESS GAMES12 cited
  • 2025Business simulation games from the perspective of accounting and management professors: Implications for sustainability education in universities9 cited
  • 2020Business Games and Stock Market: An analysis of students’ learning in a Business Administration course7 cited