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Teaching the Concept of Risk: Blended Learning Using a Custom-Built Prediction Market
5 references·2 citing·29 second hop
Teaching the Concept of Risk: Blended Learning Using a Custom-Built Prediction Market (2010)Teaching the Concept of Risk: Blended Lea…PREDICTION MARKETS: AN EXTENDED LITERATURE REVIEW (2012)PREDICTION MARKETS: AN EXTEND…Challenging The Primacy Of Lectures:The Dissonance Between Theory And Practice In University Teaching (2005)Challenging The Primacy Of Le…The Impact of Blended Learning on Student Outcomes: is there room on the horse for two? (2003)The Impact of Blended Learnin…Computer literacy: today and tomorrow (2003)Computer literacy: today and …Risk, Uncertainty and Profit (1921)Risk, Uncertainty and ProfitUsing Gamification and Serious Games for English Language Learning (2019)Using Gamification and Seriou…An Empirical Study of Gamification Frameworks (2018)An Empirical Study of Gamific…Anatomy of an Experimental Political Stock Market (1992)The virtual customer (2002)The wisdom of crowds: why the many are smarter than the few and how collective wisdom shapes business, economies, societies and nations (2004)Computational Aspects of Prediction Markets (2007)On determining probability forecasts from betting odds (2014)Corporate Prediction Markets: Evidence from Google, Ford, and Firm X (2015)Information Literacy Competency Standards for Higher Education (2000)Facebook Use by Persons with Disabilities (2014)Measuring the Digital and Media Literacy Competencies of Children and Teens (2017)Ludoliteracy: Defining, Understanding, and Supporting Games Education (2024)Mind in Society: The Development of Higher Psychological Processes (1978)Teaching For Quality Learning At University (1999)Learning to Teach in Higher Education (2003)The impact of Web-based lecture technologies on current and future practices in learning and teaching (2008)Web-based lecture technologies: Highlighting the changing nature of teaching and learning (2010)Assessing Student Perceptions of the Benefits of Discussions in Small-Group, Large-Class, and Online Learning Contexts (2012)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)From game design elements to gamefulness (2011)Reality is broken: why games make us better and how they can change the world (2012)The reality of the gamification methodology in Primary Education: A systematic review (2024)Games, Motivation, and Learning: A Research and Practice Model (2002)For the Win: How Game Thinking Can Revolutionize Your Business (2012)Is it all a game? Understanding the principles of gamification (2015)RISK, UNCERTAINTY, AND DIVERGENCE OF OPINION (1977)Entrepreneurial discovery and the competitive market process: an Austrian approach (2000)Gender Differences in Preferences (2009)The structuration of blended learning: putting holistic design principles into practice (2006)‘I've stuck to the path I'm afraid’: exploring student non‐use of blended learning (2008)The Effect of Blended Learning Model on High School Students' Biology Achievement and on Their Attitudes towards the Internet. (2012)
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References

  • 1921Risk, Uncertainty and Profit9,962 cited
  • 2012PREDICTION MARKETS: AN EXTENDED LITERATURE REVIEW152 cited
  • 2005Challenging The Primacy Of Lectures:The Dissonance Between Theory And Practice In University Teaching137 cited
  • 2003The Impact of Blended Learning on Student Outcomes: is there room on the horse for two?112 cited
  • 2003Computer literacy: today and tomorrow84 cited

Cited by

  • 2018An Empirical Study of Gamification Frameworks36 cited
  • 2019Using Gamification and Serious Games for English Language Learning33 cited

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