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Simulation in Education and Training
8 references·2 citing·44 second hop
Simulation in Education and Training (2003)Simulation in Education and TrainingThe Science of Training: A Decade of Progress (2001)The Science of Training: A De…Simulations, Games, and Experience-Based Learning: The Quest for a New Paradigm for Teaching and Learning (1999)Simulations, Games, and Exper…Teaching and Learning with SimCity 2000 (1998)Teaching and Learning with Si…Evidence for the Validity of PC-based Simulations in Studying Aircrew Coordination (1998)Evidence for the Validity of …Does It Compute? The Relationship between Educational Technology and Student Achievement in Mathematics. (1998)Does It Compute? The Relation…Do Computer-Based Games Facilitate Knowledge Acquisition and Retention? (1996)Do Computer-Based Games Facil…Transfer of Skill from a Computer Game Trainer to Flight (1994)Transfer of Skill from a Comp…The Effectiveness of Games for Educational Purposes: A Review of Recent Research (1992)The Effectiveness of Games fo…Gamification as a Tool for Stimulating the Educational Activity of Students of Higher Educational Institutions of Ukraine and the United States (2019)Gamification as a Tool for St…Applied System Simulation (2003)Applied System SimulationReadings in Social Psychology. (1959)Practice under changing priorities: An approach to the training of complex skills (1989)Relationships among team ability composition, team mental models, and team performance. (2006)Effects of video-game play on information processing: A meta-analytic investigation (2013)Video game training enhances cognition of older adults: A meta-analytic study. (2014)Validity of psychological assessment: Validation of inferences from persons' responses and performances as scientific inquiry into score meaning. (1995)Validity of psychological assessment: Validation of inferences from persons' responses and performances as scientific inquiry into score meaning. (1995)Measurement of Team Situation Awareness in Low Experience Level Aviators (2007)Aus- und Weiterbildung: Konzepte der Trainingsforschung (2011)Eliciting teamwork with game attributes: A systematic review and research agenda (2015)Work and motivation (1964)Goal setting—A motivational technique that works (1979)Training and Development in Work Organizations (1992)Design and Evaluation of a Computer Game to Promote a Healthy Diet for Young Adults (2009)Effects of game technology on elementary student learning in mathematics (2011)Technology-based reading intervention programs for elementary grades: An analytical review (2018)A Pedagogic Framework to Link GIS to the Intellectual Core of Geography (1995)Ground truth : the social implications of geographic information systems (1995)Ground truth: The social implications of geographic information systems (1996)Overview of research on the educational use of video games (2006)Toward a Taxonomy Linking Game Attributes to Learning (2012)Game-Based Learning (2013)TRANSFER OF TRAINING: A REVIEW AND DIRECTIONS FOR FUTURE RESEARCH (1988)THE IMPACT OF HUMAN RESOURCE MANAGEMENT PRACTICES ON TURNOVER, PRODUCTIVITY, AND CORPORATE FINANCIAL PERFORMANCE. (1995)Self-efficacy and work-related performance: A meta-analysis. (1998)Enhancing the Effectiveness of Work Groups and Teams (2006)Team Effectiveness 1997-2007: A Review of Recent Advancements and a Glimpse Into the Future (2008)The Impact of Enhancing Students’ Social and Emotional Learning: A Meta-Analysis of School-Based Universal Interventions (2011)Toward a Theory of Intrinsically Motivating Instruction* (1981)The effects of modern mathematics computer games on mathematics achievement and class motivation (2010)A concept map-embedded educational computer game for improving students' learning performance in natural science courses (2013)Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. (2017)Experience and Education (1986)Emotional Intelligence (1990)Playing Games with International Relations (2005)Creating Simulations for Political Science Education (2006)Simulations and games (2006)Mind, Self, and Society (2015)From game design elements to gamefulness (2011)The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)New Evidence on Classroom Computers and Pupil Learning (2002)Evaluating Strategies Used To Incorporate Technology Into Preservice Education (2006)What Makes Good Teachers Good? A Cross-Case Analysis of the Connection Between Teacher Effectiveness and Student Achievement (2011)
this work references cited by second hop

References

  • 2001The Science of Training: A Decade of Progress1,702 cited
  • 1992The Effectiveness of Games for Educational Purposes: A Review of Recent Research765 cited
  • 1998Does It Compute? The Relationship between Educational Technology and Student Achievement in Mathematics.668 cited
  • 1994Transfer of Skill from a Computer Game Trainer to Flight421 cited
  • 1999Simulations, Games, and Experience-Based Learning: The Quest for a New Paradigm for Teaching and Learning347 cited
  • 1996Do Computer-Based Games Facilitate Knowledge Acquisition and Retention?211 cited
  • 1998Teaching and Learning with SimCity 2000153 cited
  • 1998Evidence for the Validity of PC-based Simulations in Studying Aircrew Coordination90 cited

Cited by

  • 2003Applied System Simulation39 cited
  • 2019Gamification as a Tool for Stimulating the Educational Activity of Students of Higher Educational Institutions of Ukraine and the United States34 cited

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