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Creating Value in Marketing and Business Simulations
9 references·9 citing·45 second hop
Creating Value in Marketing and Business Simulations (2016)Creating Value in Marketing and Business …I Do and I Understand: Assessing the Utility of Web-Based Management Simulations to Develop Critical Thinking Skills (2015)I Do and I Understand: Assess…Gamification in Education and Business (2014)Gamification in Education and…Computer Gaming and Interactive Simulations for Learning: A Meta-Analysis (2006)Computer Gaming and Interacti…A Review of Scholarship on Assessing Experiential Learning Effectiveness (2004)A Review of Scholarship on As…Seeing the Forest and the Trees: Balancing Functional and Integrative Knowledge Using Large-Scale Simulations in Capstone Business Strategy Classes (2002)Seeing the Forest and the Tre…Constructs of Simulation Evaluation (2002)Constructs of Simulation Eval…The Changing Nature of Business Simulation/ Gaming Research: A Brief History (2001)The Changing Nature of Busine…The Effectiveness of Business Games in Strategic Management Course Work (1997)The Effectiveness of Business…The balanced scorecard: Translating strategy into action (1997)The balanced scorecard: Trans…Escape From Passive Learning: Harnessing Gamified Digital Educational Escape Rooms for Immersive Marketing Education (2024)Escape From Passive Learning:…Using Macromarketing to Teach Business Sustainability (2021)Using Macromarketing to Teach…THE EFFECTS OF INDIVIDUAL AND TEAM CHARACTERISTICS ON SIMULATION-ENHANCED CRITICAL THINKING: A MULTILEVEL ANALYSIS (2021)THE EFFECTS OF INDIVIDUAL AND…The Use and Value of Badges: Leveraging Salesforce Trailhead Badges for Marketing Technology Education (2020)The Use and Value of Badges: …Thank You for Being a Friend: A Peer-Learning Approach to Marketing Education (2020)Thank You for Being a Friend:…The Use of Interest-Inventory Measurements in Marketing Education: Improving MBA Student Team Effectiveness (2019)The Use of Interest-Inventory…A systematic review of educator interventions in facilitating simulation based learning (2019)A systematic review of educat…Bridging Theory and Practice in an Applied Retail Track (2018)Bridging Theory and Practice …Testing the Effectiveness of a Marketing Simulation to Improve Course Performance (2017)Testing the Effectiveness of …Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games (1996)A META‐ANALYTIC EXAMINATION OF THE INSTRUCTIONAL EFFECTIVENESS OF COMPUTER‐BASED SIMULATION GAMES (2011)The benefits of playing video games. (2013)Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. (2017)Firm Resources and Sustained Competitive Advantage (1991)Knowledge of the Firm, Combinative Capabilities, and the Replication of Technology (1992)Firm resources and sustained competitive advantage (2004)Team Goal Orientation and Team Performance: The Mediating Role of Team Planning (2008)Using mind maps to study how business school students and faculty organize and apply general business knowledge (2013)Knowledge Integration and Team Effectiveness: A Team Goal Orientation Approach (2017)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)The Practice of Social Research. (1976)The Practice of Social Research (1989)Comparing student competences in a face-to-face and online business game (2013)The use of virtual simulations in teacher education to develop pre-service teachers’ behaviour and classroom management skills: implications for reflective practice (2020)The use of virtual simulations in teacher education to develop pre-service teachers’ behaviour and classroom management skills: implications for reflective practice (2020)Organizational psychology : an experiential approach (1971)The Role of Management Games and Simulations in Education and Research (1990)Theory-oriented evaluation for the design of and research in gaming and simulation (2006)Making the Most of an Internship: An Empirical Study of Internship Satisfaction (2009)Strategic Management and Business Policy (2012)A Proof-of-Concept Study of Game-Based Learning in Higher Education (2016)Asymptotic Confidence Intervals for Indirect Effects in Structural Equation Models (1982)Experiential Learning : Experience as the Source of Learning and Development (1983)The Tacit Dimension (1997)The Evolution of Simulation-Based Learning Across the Disciplines, 1965–2018: A Science Map of the Literature (2019)Gamification of Entrepreneurship Education (2020)Critical Thinking in the Age of Generative AI (2024)Diffusion of Innovations (1963)Social Learning Theory. (1978)Organizational Learning: The Contributing Processes and the Literatures (1991)Navigating the Nexus: Teaching Marketing Ethics, Social Responsibility, and Sustainability (2024)The DeLone and McLean Model of Information Systems Success: A Ten-Year Update (2003)A Strategic Framework for Customer Relationship Management (2005)Measuring Organizational Performance: Towards Methodological Best Practice (2009)More Than Fun and Games: Reconsidering the Virtues of Strategic Management Simulations (2005)Are educational computer micro-games engaging and effective for knowledge acquisition at high-schools? A quasi-experimental study (2011)An Empirical Test of the Theory of Gamified Learning (2014)Gamification of task performance with leaderboards: A goal setting experiment (2015)Gamification in the Workplace: The Central Role of the Aesthetic Experience (2017)
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References

  • 1997The balanced scorecard: Translating strategy into action8,199 cited
  • 2006Computer Gaming and Interactive Simulations for Learning: A Meta-Analysis936 cited
  • 2014Gamification in Education and Business494 cited
  • 2004A Review of Scholarship on Assessing Experiential Learning Effectiveness366 cited
  • 2002Constructs of Simulation Evaluation215 cited
  • 2001The Changing Nature of Business Simulation/ Gaming Research: A Brief History192 cited
  • 1997The Effectiveness of Business Games in Strategic Management Course Work168 cited
  • 2015I Do and I Understand: Assessing the Utility of Web-Based Management Simulations to Develop Critical Thinking Skills109 cited
  • 2002Seeing the Forest and the Trees: Balancing Functional and Integrative Knowledge Using Large-Scale Simulations in Capstone Business Strategy Classes62 cited

Cited by

  • 2021Using Macromarketing to Teach Business Sustainability31 cited
  • 2019A systematic review of educator interventions in facilitating simulation based learning26 cited
  • 2020The Use and Value of Badges: Leveraging Salesforce Trailhead Badges for Marketing Technology Education19 cited
  • 2017Testing the Effectiveness of a Marketing Simulation to Improve Course Performance16 cited
  • 2018Bridging Theory and Practice in an Applied Retail Track

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13 cited
  • 2019The Use of Interest-Inventory Measurements in Marketing Education: Improving MBA Student Team Effectiveness11 cited
  • 2024Escape From Passive Learning: Harnessing Gamified Digital Educational Escape Rooms for Immersive Marketing Education10 cited
  • 2020Thank You for Being a Friend: A Peer-Learning Approach to Marketing Education8 cited
  • 2021THE EFFECTS OF INDIVIDUAL AND TEAM CHARACTERISTICS ON SIMULATION-ENHANCED CRITICAL THINKING: A MULTILEVEL ANALYSIS8 cited