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An Investigation of the Relationship Between Simulation Play, Performance Level and Recency of Play on Exam Scores
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An Investigation of the Relationship Between Simulation Play, Performance Level and Recency of Play on Exam Scores (1991)An Investigation of the Relationship Betw…Mediating Role of E- Learning Resources in Developing Entrepreneurial Inclinations Amongst Undergraduate Students At Universiti Utara Malaysia (2018)Mediating Role of E- Learning…Testing the Effectiveness of a Marketing Simulation to Improve Course Performance (2017)Testing the Effectiveness of …Gender differences in learning preferences among participants of serious business games (2017)Gender differences in learnin…Simulation Performance and Learning Revisited (2014)Simulation Performance and Le…Are the Business Simulations we Play too Complex (2014)Are the Business Simulations …The Association between Learning and Learning Style in Instructional Marketing Games (2012)The Association between Learn…Creating and Diffusing a Technology Champion Course (2004)Creating and Diffusing a Tech…Total enterprise simulation performance and participant learning (1998)Total enterprise simulation p…An Exploratory Investigation of Computer Simulations, Student Preferences, and Performance (1998)An Exploratory Investigation …The Use of Simulation Games in Marketing Classes: Is Simulation Performance Due to Luck or Skill? (1996)The Use of Simulation Games i…Experiential Learning : Experience as the Source of Learning and Development (1983)Handbook of Qualitative Research (1994)Experiential Learning in Management Education (2017)Diffusion of Innovations 1 (2019)A Survey of the Use of Business Games in Academia and Business (1987)Role-Event Gaming Simulation in Management Education (1989)The Role of Management Games and Simulations in Education and Research (1990)The effects of interdisciplinary instruction on simulation performance (2003)Is the Price Right? A Marketing Exercise in Setting a Selling Price (2004)Digital game-based learning (2003)What video games have to teach us about learning and literacy (2003)Using Gamification and Serious Games for English Language Learning (2019)Measured Effectiveness of Client-Sponsored Consulting Projects in the Marketing Research Course (1987)A Study of the Relationship Between Student Final Exam Performance and Simulation Game Participation (1989)The Relationship between Financial Performance and Other Measures of Learning on a Simulation Exercise (1992)The Impact of Involvement on Performance in Business Simulations: An Examination of Goosen's “Know Little” Decision-Making Thesis (2003)Developing and validating a business simulation systems success model in the context of management education (2022)Taxonomy of Educational Objectives. Handbook I: Cognitive Domain (1966)The Teaching Effectiveness of Games in Collegiate Business Courses (1985)The effects of computer‐simulation game training on participants' opinions on leadership styles (2013)A History of Business Teaching Games in English-Speaking and Post-Socialist Countries: The Origination and Diffusion of a Management Education and Development Technology (1993)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1994)SIMULATION AND LEARNING DYNAMICS IN BUSINESS GAMES (2017)Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain (1956)Digital Game-Based Learning (2020)Student nurses' experience using a serious game to learn environmental hazard and safety assessment (2020)Exploring gender differences in Gen Z students’ attribution of obstacles influencing their academic and professional success (2024)A Further Study of the External Validity of Business Games: Five-Year Peer Group Indicators (1993)Academic Performance of College Students: Influence of Time Spent Studying and Working (2006)Science Education (2006)Psychological correlates of university students' academic performance: A systematic review and meta-analysis. (2012)THE EFFECTS OF INDIVIDUAL AND TEAM CHARACTERISTICS ON SIMULATION-ENHANCED CRITICAL THINKING: A MULTILEVEL ANALYSIS (2021)Escape From Passive Learning: Harnessing Gamified Digital Educational Escape Rooms for Immersive Marketing Education (2024)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy: Toward a unifying theory of behavioral change. (1977)The theory of planned behavior (1991)Affecting Factors to Intentions to Adoption of E-Commerce Technologies in SMEs of Pakistan (2018)The Paradox of Managerial Ownership and Financial Decisions of the Textile Sector: An Asian Market Perspective (2018)
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  • 2017Gender differences in learning preferences among participants of serious business games38 cited
  • 1998An Exploratory Investigation of Computer Simulations, Student Preferences, and Performance30 cited
  • 2018Mediating Role of E- Learning Resources in Developing Entrepreneurial Inclinations Amongst Undergraduate Students At Universiti Utara Malaysia26 cited
  • 1996The Use of Simulation Games in Marketing Classes: Is Simulation Performance Due to Luck or Skill?17 cited
  • 2012The Association between Learning and Learning Style in Instructional Marketing Games17 cited
  • 2017Testing the Effectiveness of a Marketing Simulation to Improve Course Performance16 cited
  • 2004Creating and Diffusing a Technology Champion Course16 cited
  • 2014Are the Business Simulations we Play too Complex15 cited
  • 1998Total enterprise simulation performance and participant learning14 cited
  • 2014Simulation Performance and Learning Revisited10 cited

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