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Games as an Interactive Classroom Technique: Perceptions of Corporate Trainers, College Instructors and Students
16 references·6 citing·45 second hop
Games as an Interactive Classroom Technique: Perceptions of Corporate Trainers, College Instructors and Students (2007)Games as an Interactive Classroom Techniq…Simulations and games (2006)Simulations and gamesGames for Language Learning (2006)Games for Language LearningValidating business gaming: Business game conformity with PIMS findings (2005)Validating business gaming: B…Motivation to Learn in General Education Programs (2005)Motivation to Learn in Genera…A Survey of Simulation Game Users, Former-Users, and Never-Users (2004)A Survey of Simulation Game U…A Review of Scholarship on Assessing Experiential Learning Effectiveness (2004)A Review of Scholarship on As…Non-traditional interventions to stimulate discussion: the use of games and puzzles (2003)Non-traditional interventions…Games, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…Simulations, Games, and Experience-Based Learning: The Quest for a New Paradigm for Teaching and Learning (1999)Simulations, Games, and Exper…Nurturing the seeds of transfer: a domain-specific perspective (1999)Nurturing the seeds of transf…Interactive-engagement versus traditional methods: A six-thousand-student survey of mechanics test data for introductory physics courses (1998)Interactive-engagement versus…Cooperative Learning for Higher Education Faculty (1997)Cooperative Learning for High…Enhancing the lecture: Revitalizing a traditional format (1996)Enhancing the lecture: Revita…Classroom Assessment Techniques: A Handbook for College Teachers. (1995)Classroom Assessment Techniqu…Motivational and self-regulated learning components of classroom academic performance. (1990)Motivational and self-regulat…Thought and language (1962)Thought and languageDeveloping and validating a business simulation systems success model in the context of management education (2022)Developing and validating a b…Influence of online computer games on the academic achievement of nontraditional undergraduate students (2018)Influence of online computer …Use of an Online Game to Evaluate Health Professions Students’ Attitudes toward People in Poverty (2016)Use of an Online Game to Eval…The values of college students in business simulation game: A means-end chain approach (2011)The values of college student…Simulations and games (2009)Simulations and gamesRole-Playing Game-Based Learning in Mathematics (2009)Role-Playing Game-Based Learn…The developmental psychology of Jean Piaget. (1963)Family resemblances: Studies in the internal structure of categories (1975)Basic objects in natural categories (1976)Principles of Language Learning and Teaching (1981)The 2 Sigma Problem: The Search for Methods of Group Instruction as Effective as One-to-One Tutoring (1984)Teaching problem solving through cooperative grouping. Part 1: Group versus individual problem solving (1992)Peer Instruction: Ten years of experience and results (2001)Active learning increases student performance in science, engineering, and mathematics (2014)Business Simulation Games: Current Usage Levels—An Update (1998)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)Principles of topological psychology. (1936)Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain (1956)Taxonomy of Educational Objectives: The Classification of Educational Goals. (1956)Assessment in and of Serious Games: An Overview (2013)The research and evaluation of serious games: Toward a comprehensive methodology (2013)An emerging ecosystem for student start-ups (2017)Toward a Theory of Intrinsically Motivating Instruction* (1981)Expectancies, values and academic behaviors (1983)Development of a Structured Interview for Assessing Student Use of Self-Regulated Learning Strategies (1986)Classrooms: Goals, structures, and student motivation. (1992)Motivational Beliefs, Values, and Goals (2002)School Engagement: Potential of the Concept, State of the Evidence (2004)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)A systematic literature review of empirical evidence on computer games and serious games (2012)A meta-analysis of the cognitive and motivational effects of serious games. (2013)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Experience and Education (1986)Emotional Intelligence (1990)Playing Games with International Relations (2005)Creating Simulations for Political Science Education (2006)Mind, Self, and Society (2015)Does Active Learning Work? A Review of the Research (2004)Pedagogies of Engagement: Classroom-Based Practices (2005)The essential elements of team‐based learning (2008)Conditions Under Which Assessment Supports Students’ Learning (2005)What Matters to Student Success: A Review of the Literature (2006)Variables associated with achievement in higher education: A systematic review of meta-analyses. (2017)Communicative language teaching (1987)Drama Techniques: A Resource Book of Communication Activities for Language Teachers (2010)Using Games as a Tool in Teaching Vocabulary to Young Learners (2016)
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References

  • 1962Thought and language20,700 cited
  • 1990Motivational and self-regulated learning components of classroom academic performance.8,318 cited
  • 1998Interactive-engagement versus traditional methods: A six-thousand-student survey of mechanics test data for introductory physics courses6,068 cited
  • 2002Games, Motivation, and Learning: A Research and Practice Model3,211 cited
  • 1995Classroom Assessment Techniques: A Handbook for College Teachers.2,058 cited
  • 1997Cooperative Learning for Higher Education Faculty627 cited
  • 2004A Review of Scholarship on Assessing Experiential Learning Effectiveness366 cited
  • 1999Simulations, Games, and Experience-Based Learning: The Quest for a New Paradigm for Teaching and Learning347 cited
  • 2006Games for Language Learning291 cited
  • 2006Simulations and games272 cited
  • 2004A Survey of Simulation Game Users, Former-Users, and Never-Users229 cited
  • 2005Motivation to Learn in General Education Programs149 cited
  • 1996Enhancing the lecture: Revitalizing a traditional format136 cited
  • 2003Non-traditional interventions to stimulate discussion: the use of games and puzzles123 cited
  • 1999Nurturing the seeds of transfer: a domain-specific perspective

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121 cited
  • 2005Validating business gaming: Business game conformity with PIMS findings48 cited
  • Cited by

    • 2009Simulations and games85 cited
    • 2018Influence of online computer games on the academic achievement of nontraditional undergraduate students64 cited
    • 2011The values of college students in business simulation game: A means-end chain approach60 cited
    • 2016Use of an Online Game to Evaluate Health Professions Students’ Attitudes toward People in Poverty36 cited
    • 2022Developing and validating a business simulation systems success model in the context of management education33 cited
    • 2009Role-Playing Game-Based Learning in Mathematics31 cited