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A Survey of Simulation Game Users, Former-Users, and Never-Users
2 references·16 citing·49 second hop
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(2010)The use of business simulation games in teaching and learning (2018)The Reflective Practitioner: How Professionals Think in Action (1985)Teaching for Quality Learning at University: What the Student Does (1999)Bad Management Theories Are Destroying Good Management Practices (2005)Employer demands from business graduates (2015)Networking behaviour, graduate employability: a social capital perspective (2017)Preparing graduates for work readiness: an overview and agenda (2019)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)Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain (1956)Leaving College: Rethinking the Causes and Cures of Student Attrition (1988)What Matters in College? 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References

  • 1988Basic Marketing Research448 cited
  • 1998Business Simulation Games: Current Usage Levels—An Update267 cited

Cited by

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  • 2006Simulations and games272 cited
  • 2022Applying a business simulation game in a flipped classroom to enhance engagement, learning achievement, and higher-order thinking skills225 cited
  • 2008Business Simulations and Cognitive Learning203 cited
  • 2005More Than Fun and Games: Reconsidering the Virtues of Strategic Management Simulations169 cited
  • 2012Enhancing students' employability through business simulation143 cited
  • 2004Today’s Business Simulation Industry117 cited
  • 2015Business simulation games with and without supervision: An analysis based on the TAM model113 cited
  • 2017What is Gamification in Learning and Education?109 cited
  • 2015The impact of critical thinking disposition on learning using business simulations96 cited
  • 2010Marketing simulation games: student and lecturer perspectives95 cited
  • 2007Games as an Interactive Classroom Technique: Perceptions of Corporate Trainers, College Instructors and Students84 cited
  • 2013Comparing student competences in a face-to-face and online business game

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82 cited
  • 2013Serious Games: What Are They? What Do They Do? Why Should We Play Them?77 cited
  • 2019Entrepreneurial competences in a higher education business plan course76 cited
  • 2018The future of 'serious games' in accounting education: A Delphi study76 cited