SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Formation of Novice Business Students’ Mental Models Through Simulation Gaming
16 references·11 citing·41 second hop
Formation of Novice Business Students’ Mental Models Through Simulation Gaming (2013)Formation of Novice Business Students’ Me…Persuasive games: the expressive power of videogames (2008)Persuasive games: the express…What Video Games Have to Teach Us About Learning and Literacy (2007)What Video Games Have to Teac…Persuasive Games (2007)Persuasive GamesTwo Approaches to the Study of Experts' Characteristics (2006)Two Approaches to the Study o…Commonsense Conceptions of Emergent Processes: Why Some Misconceptions Are Robust (2005)Commonsense Conceptions of Em…Cognitive Load Theory and Complex Learning: Recent Developments and Future Directions (2005)Cognitive Load Theory and Com…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…System Dynamics Modeling: Tools for Learning in a Complex World (2001)System Dynamics Modeling: Too…Cognitive Architecture and Instructional Design (1998)Cognitive Architecture and In…Learning in and about complex systems (1994)Learning in and about complex…Children's Understanding: The Development of Mental Models (1993)Children's Understanding: The…The fifth discipline, the art and practice of the learning organization (1991)The fifth discipline, the art…On looking into the black box: Prospects and limits in the search for mental models. (1986)On looking into the black box…Mental Models (1983)Mental ModelsAttachment and Loss. Vol. I. Attachment. (1970)Attachment and Loss. Vol. I. …Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain (1956)Taxonomy of Educational Objec…Towards a manager's mental model: Conceptual change through business simulation (2021)Towards a manager's mental mo…Innovation Through Developing a Total Enterprise Computer Simulation: Teaching Responsible Decision Making (2021)Innovation Through Developing…Creating a Modified Monopoly Game for Promoting Students' Higher-Order Thinking Skills and Knowledge Retention (2021)Creating a Modified Monopoly …Game-based brain training for improving cognitive function in community-dwelling older adults: A systematic review and meta-regression (2020)Game-based brain training for…Whom to hire and how to coach them: a longitudinal analysis of newly hired salesperson performance (2019)Whom to hire and how to coach…Usability of Gamified Knowledge Learning in VR and Desktop-3D (2019)Usability of Gamified Knowled…ERP based business learning environment as a boundary infrastructure in business learning (2019)ERP based business learning e…Adquisición de competencias a través de juegos serios en el área contable: un análisis empírico (2017)Adquisición de competencias a…The Effect of Simulations and Games on Learning Objectives in Tertiary Education: A Systematic Review (2016)The Effect of Simulations and…Los simuladores de empresa como instrumentos docentes: un análisis de su aplicación en el ámbito de la dirección de marketing (2015)Los simuladores de empresa co…Adding Badging to a Marketing Simulation to Increase Motivation to Learn (2015)Adding Badging to a Marketing…Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)A pedagogy of Multiliteracies Designing Social Futures (1996)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Gamifying learning experiences: Practical implications and outcomes (2013)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1956)Cognitive Load During Problem Solving: Effects on Learning (1988)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1994)Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching (2006)Focus on Formative Feedback (2008)Cognitive Load Theory (2011)Principles of Instructional Design (1974)Nine Ways to Reduce Cognitive Load in Multimedia Learning (2003)Cognitive load theory in health professional education: design principles and strategies (2009)Cognitive load theory, educational research, and instructional design: some food for thought (2009)Cognitive Architecture and Instructional Design: 20 Years Later (2019)The Structure of Scientific Revolutions (1963)Judgment under Uncertainty: Heuristics and Biases (1975)An Evolutionary Theory of Economic Change. (1983)Bathtub dynamics: initial results of a systems thinking inventory (2000)All models are wrong: reflections on becoming a systems scientist (2002)Mental Models: An Interdisciplinary Synthesis of Theory and Methods (2011)Democracy of Objects (2011)The role of psychology in understanding the impact of computer games (2011)Serious games and the gamification of tourism (2016)Romantic love conceptualized as an attachment process. (1987)High Self‐Control Predicts Good Adjustment, Less Pathology, Better Grades, and Interpersonal Success (2004)The Prosocial Classroom: Teacher Social and Emotional Competence in Relation to Student and Classroom Outcomes (2008)The myopia of learning (1993)Psychological Safety and Learning Behavior in Work Teams (1999)Role congruity theory of prejudice toward female leaders. (2002)Withdrawing From School (1989)A Revision of Bloom's Taxonomy: An Overview (2002)Identification and Assessment of Intercultural Competence as a Student Outcome of Internationalization (2006)Adult attachment, working models, and relationship quality in dating couples. (1990)A Design Science Research Methodology for Information Systems Research (2007)Learning by Expanding (2014)The Gaming of Policy and the Politics of Gaming: A Review (2009)Classifying Serious Games (2011)Teaching and Learning Argumentative Reading and Writing: A Review of Research (2011)
this work references cited by second hop

References

  • 1991The fifth discipline, the art and practice of the learning organization20,050 cited
  • 1956Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain9,342 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 1998Cognitive Architecture and Instructional Design6,017 cited
  • 1970Attachment and Loss. Vol. I. Attachment.4,186 cited
  • 2005Cognitive Load Theory and Complex Learning: Recent Developments and Future Directions2,204 cited
  • 2008Persuasive games: the expressive power of videogames1,703 cited
  • 2007Persuasive Games1,528 cited
  • 1983Mental Models1,324 cited
  • 1994Learning in and about complex systems1,279 cited
  • 1986On looking into the black box: Prospects and limits in the search for mental models.1,221 cited
  • 2001System Dynamics Modeling: Tools for Learning in a Complex World1,216 cited
  • 2005Commonsense Conceptions of Emergent Processes: Why Some Misconceptions Are Robust893 cited
  • 2006Two Approaches to the Study of Experts' Characteristics742 cited
  • 2007What Video Games Have to Teach Us About Learning and Literacy735 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

  • 1993Children's Understanding: The Development of Mental Models647 cited
  • Cited by

    • 2020Game-based brain training for improving cognitive function in community-dwelling older adults: A systematic review and meta-regression68 cited
    • 2017Adquisición de competencias a través de juegos serios en el área contable: un análisis empírico64 cited
    • 2019Usability of Gamified Knowledge Learning in VR and Desktop-3D57 cited
    • 2019Whom to hire and how to coach them: a longitudinal analysis of newly hired salesperson performance51 cited
    • 2016The Effect of Simulations and Games on Learning Objectives in Tertiary Education: A Systematic Review45 cited
    • 2021Creating a Modified Monopoly Game for Promoting Students' Higher-Order Thinking Skills and Knowledge Retention31 cited
    • 2021Towards a manager's mental model: Conceptual change through business simulation20 cited
    • 2015Adding Badging to a Marketing Simulation to Increase Motivation to Learn17 cited
    • 2019ERP based business learning environment as a boundary infrastructure in business learning15 cited
    • 2021Innovation Through Developing a Total Enterprise Computer Simulation: Teaching Responsible Decision Making14 cited
    • 2015Los simuladores de empresa como instrumentos docentes: un análisis de su aplicación en el ámbito de la dirección de marketing11 cited