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The Simulation and Gaming Yearbook
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The Simulation and Gaming Yearbook (1994)The Simulation and Gaming YearbookDebriefing Research Games (2016)Debriefing Research GamesA Seminal Inventory of Basic Research Using Business Simulation Games (2014)A Seminal Inventory of Basic …THE EVALUATION OF ROLE-PLAYING IN THE CONTEXT OF TEACHING CLIMATE CHANGE (2013)THE EVALUATION OF ROLE-PLAYIN…Constructing Effective Simulations of the European Union for Teaching: Realising the Potential (2013)Constructing Effective Simula…Structuring Narrative in 3D Digital Game‐Based Learning Environments to Support Second Language Acquisition (2010)Structuring Narrative in 3D D…Choosing a Development Method (2002)Choosing a Development MethodTailored simulation games for successful business process development (1998)Tailored simulation games for…Experiential Learning (1984)The lessons of experience (1988)The Fifth Discipline Fieldbook (1994)The Fall and Rise of Strategic Planning (1994)The Knowledge-Creating Company (1995)The Knowledge-Creating Company (1998)Basics of qualitative research (1990)Basics of Qualitative Research (1992)Informal reasoning regarding socioscientific issues: A critical review of research (2004)Teaching for Creativity by Science Teachers in Grades 5–10 (2015)A Multi-Perspective Reflection on How Indigenous Knowledge and Related Ideas Can Improve Science Education for Sustainability (2020)Teaching For Quality Learning At University (1999)Teaching For Quality Learning At University (1999)Teaching for quality learning at university (2008)Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. (1994)Communities of Practice (1998)The story in the mind: the effect of 3D gameplay on the structuring of written L2 narratives (2014)Central Problems in Social Theory (1979)Experiential Learning : Experience as the Source of Learning and Development (1983)Case Studies and Theory Development in the Social Sciences (2005)Supporting Interventions to Reduce Household Greenhouse Gas Emissions: A Transdisciplinary Role-Playing Game Development (2019)Handbook of Organizations. (1966)Brand Choice Behavior as a Function of Information Load (1974)The Effectiveness of Games for Educational Purposes: A Review of Recent Research (1992)
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  • 2013THE EVALUATION OF ROLE-PLAYING IN THE CONTEXT OF TEACHING CLIMATE CHANGE56 cited
  • 2013Constructing Effective Simulations of the European Union for Teaching: Realising the Potential48 cited
  • 2010Structuring Narrative in 3D Digital Game‐Based Learning Environments to Support Second Language Acquisition29 cited
  • 2016Debriefing Research Games29 cited
  • 2014A Seminal Inventory of Basic Research Using Business Simulation Games24 cited
  • 1998Tailored simulation games for successful business process development10 cited
  • 2002Choosing a Development Method1 cited

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