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Learner Satisfaction in Marketing Simulation Games
16 references·8 citing·31 second hop
Learner Satisfaction in Marketing Simulation Games (2016)Learner Satisfaction in Marketing Simulat…Advances in Consumer Research (2025)Advances in Consumer ResearchSatisfaction: a behavioral perspective on the consumer (2010)Satisfaction: a behavioral pe…Technology Acceptance Model 3 and a Research Agenda on Interventions (2008)Technology Acceptance Model 3…Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education (2005)Learning Styles and Learning …User Acceptance of Information Technology: Toward A Unified View1 (2003)User Acceptance of Informatio…Common method biases in behavioral research: A critical review of the literature and recommended remedies. (2003)Common method biases in behav…Understanding Information Systems Continuance: An Expectation-Confirmation Model1 (2001)Understanding Information Sys…A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)A Theoretical Extension of th…User acceptance of information technology: system characteristics, user perceptions and behavioral impacts (1993)User acceptance of informatio…Measuring Service Quality: A Reexamination and Extension (1992)Measuring Service Quality: A …Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Perceived Usefulness, Perceiv…Experiential Learning : Experience as the Source of Learning and Development (1983)Experiential Learning : Exper…An Investigation into the Determinants of Customer Satisfaction (1982)An Investigation into the Det…A Cognitive Model of the Antecedents and Consequences of Satisfaction Decisions (1980)A Cognitive Model of the Ante…Review of Psychometric theory (2nd ed.). (1979)Review of Psychometric theory…A Behavioral Theory of the Firm (1964)A Behavioral Theory of the Fi…Would You Rather . . . a Simulation or a Client-Based Project? A Case Study of Experiential Learning Methods in Digital Marketing Analytics Courses (2024)Would You Rather . . . a Simu…Escape From Passive Learning: Harnessing Gamified Digital Educational Escape Rooms for Immersive Marketing Education (2024)Escape From Passive Learning:…Inclusivity and Diversity: A Systematic Review of Strategies Employed in the Higher Education Marketing Discipline (2023)Inclusivity and Diversity: A …Understanding and Predicting Students’ Entrepreneurial Intention through Business Simulation Games: A Perspective of COVID-19 (2021)Understanding and Predicting …THE EFFECTS OF INDIVIDUAL AND TEAM CHARACTERISTICS ON SIMULATION-ENHANCED CRITICAL THINKING: A MULTILEVEL ANALYSIS (2021)THE EFFECTS OF INDIVIDUAL AND…THE DIGITAL ERA HAS CHANGED MARKETING: A GUIDE TO USING INDUSTRY CERTIFICATIONS AND EXPLORATION OF STUDENT PERCEPTIONS OF EFFECTIVENESS (2020)THE DIGITAL ERA HAS CHANGED M…Experiential Learning: A Study of Simulations as a Pedagogical Tool (2020)Experiential Learning: A Stud…Study of User Acceptance and Satisfaction of a Mandatory Government-Regulated Information System (2017)Study of User Acceptance and …Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Self-efficacy mechanism in human agency. 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this work references cited by second hop

References

  • 2003Common method biases in behavioral research: A critical review of the literature and recommended remedies.81,863 cited
  • 1989Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology68,271 cited
  • 2003User Acceptance of Information Technology: Toward A Unified View144,945 cited
  • 1983Experiential Learning : Experience as the Source of Learning and Development33,193 cited
  • 2000A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies22,991 cited
  • 1980A Cognitive Model of the Antecedents and Consequences of Satisfaction Decisions14,475 cited
  • 2025Advances in Consumer Research13,264 cited
  • 1979Review of Psychometric theory (2nd ed.).11,425 cited
  • 1992Measuring Service Quality: A Reexamination and Extension10,646 cited
  • 2001Understanding Information Systems Continuance: An Expectation-Confirmation Model18,741 cited
  • 2008Technology Acceptance Model 3 and a Research Agenda on Interventions8,138 cited
  • 2010Satisfaction: a behavioral perspective on the consumer6,042 cited
  • 2005Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education4,977 cited
  • 1993User acceptance of information technology: system characteristics, user perceptions and behavioral impacts4,751 cited

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  • 1964A Behavioral Theory of the Firm3,009 cited
  • 1982An Investigation into the Determinants of Customer Satisfaction2,914 cited
  • Cited by

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    • 2020THE DIGITAL ERA HAS CHANGED MARKETING: A GUIDE TO USING INDUSTRY CERTIFICATIONS AND EXPLORATION OF STUDENT PERCEPTIONS OF EFFECTIVENESS34 cited
    • 2020Experiential Learning: A Study of Simulations as a Pedagogical Tool33 cited
    • 2023Inclusivity and Diversity: A Systematic Review of Strategies Employed in the Higher Education Marketing Discipline26 cited
    • 2024Would You Rather . . . a Simulation or a Client-Based Project? A Case Study of Experiential Learning Methods in Digital Marketing Analytics Courses18 cited
    • 2024Escape From Passive Learning: Harnessing Gamified Digital Educational Escape Rooms for Immersive Marketing Education10 cited
    • 2017Study of User Acceptance and Satisfaction of a Mandatory Government-Regulated Information System10 cited
    • 2021THE EFFECTS OF INDIVIDUAL AND TEAM CHARACTERISTICS ON SIMULATION-ENHANCED CRITICAL THINKING: A MULTILEVEL ANALYSIS8 cited