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Simulations and games
15 references·3 citing·44 second hop
Simulations and games (2009)Simulations and gamesGames as an Interactive Classroom Technique: Perceptions of Corporate Trainers, College Instructors and Students (2007)Games as an Interactive Class…Games and learning come together to maximise effectiveness: The challenge of bridging the gap (2007)Games and learning come toget…Simulations and games (2006)Simulations and gamesEducators, learners and active learning methodologies (2004)Educators, learners and activ…Students' Demands and Expectations in an Age of Reduced Financial Support: The perspectives of lecturers in four English universities (2002)Students' Demands and Expecta…Strategic Alertness and Expanded Awareness within Sophisticated Conceptions of Teaching (2002)Strategic Alertness and Expan…Forty Simple Computer Games and What They Could Mean to Educators (2002)Forty Simple Computer Games a…Charting the experiential territory (2002)Charting the experiential ter…A reconceptualisation of the research into university academics' conceptions of teaching (1997)A reconceptualisation of the …Situated Learning: Legitimate Peripheral Participation. (1994)Situated Learning: Legitimate…Qualitative Data Analysis: An Expanded Sourcebook (1994)Qualitative Data Analysis: An…Situated Learning (1991)Situated LearningRole-Event Gaming Simulation in Management Education (1989)Role-Event Gaming Simulation …Teaching with Simulation Games: A Review of Claims and Evidence (1973)Teaching with Simulation Game…Simulation Games in Learning (1973)Simulation Games in LearningMusic students’ perceptions of experiential learning at the moot audition (2017)Music students’ perceptions o…The Pedagogical Benefits of SimCity in Urban Geography Education (2015)The Pedagogical Benefits of S…Responding in Real Time: Creating a Social Media Crisis Simulator for the Classroom (2013)Responding in Real Time: Crea…Forms of Intellectual and Ethical Development in the College Years; A Scheme (1970)Handbook of research on teaching (1986)Knowledge and Teaching:Foundations of the New Reform (1987)Developing a quality culture through the Scholarship of Teaching and Learning (2010)Using a research instrument for developing quality at the university (2012)An evaluation framework for identifying the effectiveness and impact of academic teacher development programmes (2015)Qualitative Data Analysis: A Sourcebook of New Methods (1986)Telling Half the Story: A Critical Review of Research on the Teaching Beliefs and Practices of University Academics (2002)University Students' Perceptions of the Learning Environment and Academic Outcomes: Implications for theory and practice (2002)How approaches to teaching are affected by discipline and teaching context (2006)The Discovery of Grounded Theory (2017)Business Simulation Games: Current Usage Levels—An Update (1998)Simulations, Games, and Experience-Based Learning: The Quest for a New Paradigm for Teaching and Learning (1999)The International Journal of Management Education (2011)Exploring the potential of role play in higher education: development of a typology and teacher guidelines (2012)A Proof-of-Concept Study of Game-Based Learning in Higher Education (2016)An Analysis of Influence of Business Simulation Games on Business School Students’ Attitude and Intention Toward Entrepreneurial Activities (2018)The Modern Practice of Adult Education: From Pedagogy to Andragogy (1970)Psychology and Adult Learning (2002)Games for Actors and Non-Actors (2005)Surviving Lecture: A Pedagogical Alternative (2008)Extending the constructs of active learning: implications for teachers' pedagogy and practice (2011)Adaptación de las Metodologías Activas en la Educación Universitaria en Tiempos de Pandemia (2020)The Process of Education (1960)Experiential Learning : Experience as the Source of Learning and Development (1983)Simulation Modeling and Analysis. (1983)A strategic marketing intelligence and multi‐organisational resilience framework (2008)Beyond the “Babel Problem”: Defining Simulations for the Social Studies (2014)The Evolution of Simulation-Based Learning Across the Disciplines, 1965–2018: A Science Map of the Literature (2019)Toward a Theory of Intrinsically Motivating Instruction* (1981)Game Engagement Theory and Adult Learning (2010)The Game Definition Game (2016)Unravelling the ambivalent motivational power of gamification: A basic psychological needs perspective (2018)Three Approaches to Qualitative Content Analysis (2005)Using thematic analysis in psychology (2006)The qualitative content analysis process (2008)The American School in the Political Socialization Process (1980)Educational games for health professionals (2013)Situated Cognition and the Culture of Learning (1989)Organizational Learning and Communities-of-Practice: Toward a Unified View of Working, Learning, and Innovation (1991)What Video Games Have to Teach Us about Learning and Literacy (2004)Expansive Learning at Work: Toward an activity theoretical reconceptualization (2001)What video games have to teach us about learning and literacy (2003)Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education (2005)
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References

  • 1994Qualitative Data Analysis: An Expanded Sourcebook48,401 cited
  • 1994Situated Learning: Legitimate Peripheral Participation.39,454 cited
  • 1991Situated Learning33,773 cited
  • 1997A reconceptualisation of the research into university academics' conceptions of teaching1,310 cited
  • 1973Simulation Games in Learning380 cited
  • 2006Simulations and games272 cited
  • 2002Charting the experiential territory223 cited
  • 2002Forty Simple Computer Games and What They Could Mean to Educators193 cited
  • 2002Strategic Alertness and Expanded Awareness within Sophisticated Conceptions of Teaching155 cited
  • 2004Educators, learners and active learning methodologies133 cited
  • 1973Teaching with Simulation Games: A Review of Claims and Evidence120 cited
  • 1989Role-Event Gaming Simulation in Management Education106 cited
  • 2002Students' Demands and Expectations in an Age of Reduced Financial Support: The perspectives of lecturers in four English universities100 cited
  • 2007Games as an Interactive Classroom Technique: Perceptions of Corporate Trainers, College Instructors and Students84 cited
  • 2007Games and learning come together to maximise effectiveness: The challenge of bridging the gap

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63 cited

Cited by

  • 2015The Pedagogical Benefits of SimCity in Urban Geography Education57 cited
  • 2013Responding in Real Time: Creating a Social Media Crisis Simulator for the Classroom16 cited
  • 2017Music students’ perceptions of experiential learning at the moot audition5 cited