SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Student interactions in online discussion forums: their perception on learning with business simulation games
16 references·3 citing·55 second hop
Student interactions in online discussion forums: their perception on learning with business simulation games (2018)Student interactions in online discussion…Business simulation games with and without supervision: An analysis based on the TAM model (2015)Business simulation games wit…Exploring the relationships between learning styles, online participation, learning achievement and course satisfaction: An empirical study of a blended learning course (2014)Exploring the relationships b…An investigation of the interrelationships between motivation, engagement, and complex problem solving in game-based learning (2014)An investigation of the inter…A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…A standardized approach to qualitative content analysis of focus group discussions from different countries (2011)A standardized approach to qu…Effects of constructing versus playing an educational game on student motivation and deep learning strategy use (2010)Effects of constructing versu…What influences college students to continue using business simulation games? The Taiwan experience (2009)What influences college stude…Multi-dimensional students’ evaluation of e-learning systems in the higher education context: An empirical investigation (2009)Multi-dimensional students’ e…EGameFlow: A scale to measure learners’ enjoyment of e-learning games (2008)EGameFlow: A scale to measure…More Than Fun and Games: Reconsidering the Virtues of Strategic Management Simulations (2005)More Than Fun and Games: Reco…Learning Styles and Pedagogy in post-16 learning: a systematic and critical review (2004)Learning Styles and Pedagogy …User Acceptance of Information Technology: Toward A Unified View1 (2003)User Acceptance of Informatio…Learning Styles, Culture and Inclusive Instruction in the Multicultural Classroom: A Business and Management Perspective (2001)Learning Styles, Culture and …A Framework for Designing Interactivity into Web-based Instruction. (2001)A Framework for Designing Int…Enhancing interactivity in web-based instruction: A review of the literature (2000)Enhancing interactivity in we…Distance education : a systems view (1996)Distance education : a system…Business Simulation Games for the Development of Decision Making: Systematic Review (2025)Business Simulation Games for…Business Simulation Games in Higher Education: A Systematic Review of Empirical Research (2022)Business Simulation Games in …Competencies in business degrees: A face-to-face and online comparative study (2020)Competencies in business degr…Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Experiential Learning : Experience as the Source of Learning and Development (1983)A primer on partial least squares structural equation modeling (PLS-SEM) (2014)Online Learning Satisfaction During COVID-19 Pandemic Among Chinese University Students: The Serial Mediation Model (2021)Problem- based learning in live online classes: Learning achievement, problem-solving skill, communication skill, and interaction (2021)The effectiveness of blended learning on students' academic achievement, self-study skills and learning attitudes: A quasi-experiment study in teaching the conventions for coordinates in the plane (2022)Metacognition and cognitive monitoring: A new area of cognitive-developmental inquiry. (1979)Situated Learning: Legitimate Peripheral Participation. (1994)DeFT: A conceptual framework for considering learning with multiple representations (2006)Learning Styles (2008)Three generations of distance education pedagogy (2011)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Scale Development : Theory and Applications (1991)The role of psychology in understanding the impact of computer games (2011)Assessment in and of Serious Games: An Overview (2013)Gameful Experience in Gamification: Construction and Validation of a Gameful Experience Scale [GAMEX] (2018)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)What Video Games Have to Teach Us about Learning and Literacy (2004)Game-Based Learning: Latest Evidence and Future Directions (2013)Essential features of serious games design in higher education: Linking learning attributes to game mechanics (2016)Innovating Education and Educating for Innovation (2016)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)The theory of planned behavior (1991)Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology1 (2012)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)Older Adults' Reasons for Using Technology while Aging in Place (2015)Diffusion of Innovations 1 (2019)Qualitative content analysis in nursing research: concepts, procedures and measures to achieve trustworthiness (2003)Three Approaches to Qualitative Content Analysis (2005)The qualitative content analysis process (2008)Exploring a School-University Model for Professional Development with Classroom Staff: Teaching Trauma-Informed Approaches (2015)Peer learning a pedagogical approach to enhance online learning: A qualitative exploration (2016)An Overview of Qualitative Research and Focus Group Discussion (2021)An Index of Factorial Simplicity (1974)User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)The DeLone and McLean Model of Information Systems Success: A Ten-Year Update (2003)E-learning success determinants: Brazilian empirical study (2017)Co-creation in higher education: towards a conceptual model (2018)Does e-learning service quality influence e-learning student satisfaction and loyalty? Evidence from Vietnam (2019)The Eclectic Paradigm of International Production: A Restatement and Some Possible Extensions (1988)The self and social behavior in differing cultural contexts. (1989)Reaching the Second Tier--Learning and Teaching Styles in College Science Education. (1993)Rethinking the internationalisation agenda in UK higher education (2003)Learning styles and typologies of cultural differences: A theoretical and empirical comparison (2005)Learning Styles: A Review of Theory, Application, and Best Practices (2009)Games, Motivation, and Learning: A Research and Practice Model (2002)Why do people play on-line games? An extended TAM with social influences and flow experience (2003)Enjoyment: At the Heart of Media Entertainment (2004)Gamifying learning experiences: Practical implications and outcomes (2013)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Handbook of Self-Regulation of Learning and Performance (2017)EXAMINING SOCIAL PRESENCE IN ONLINE COURSES IN RELATION TO STUDENTS' PERCEIVED LEARNING AND SATISFACTION (2003)A Meta-Analysis of Three Types of Interaction Treatments in Distance Education (2009)Students’ perception and preference for online education in India during COVID -19 pandemic (2021)
this work references cited by second hop

References

  • 2003User Acceptance of Information Technology: Toward A Unified View144,945 cited
  • 2012A systematic literature review of empirical evidence on computer games and serious games2,890 cited
  • 1996Distance education : a systems view2,674 cited
  • 2004Learning Styles and Pedagogy in post-16 learning: a systematic and critical review1,810 cited
  • 2008EGameFlow: A scale to measure learners’ enjoyment of e-learning games767 cited
  • 2009Multi-dimensional students’ evaluation of e-learning systems in the higher education context: An empirical investigation656 cited
  • 2011A standardized approach to qualitative content analysis of focus group discussions from different countries451 cited
  • 2010Effects of constructing versus playing an educational game on student motivation and deep learning strategy use372 cited
  • 2001Learning Styles, Culture and Inclusive Instruction in the Multicultural Classroom: A Business and Management Perspective318 cited
  • 2014Exploring the relationships between learning styles, online participation, learning achievement and course satisfaction: An empirical study of a blended learning course275 cited
  • 2014An investigation of the interrelationships between motivation, engagement, and complex problem solving in game-based learning270 cited
  • 2009What influences college students to continue using business simulation games? The Taiwan experience217 cited
  • 2001A Framework for Designing Interactivity into Web-based Instruction.

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

213 cited
  • 2005More Than Fun and Games: Reconsidering the Virtues of Strategic Management Simulations169 cited
  • 2000Enhancing interactivity in web-based instruction: A review of the literature151 cited
  • 2015Business simulation games with and without supervision: An analysis based on the TAM model113 cited
  • Cited by

    • 2022Business Simulation Games in Higher Education: A Systematic Review of Empirical Research57 cited
    • 2025Business Simulation Games for the Development of Decision Making: Systematic Review16 cited
    • 2020Competencies in business degrees: A face-to-face and online comparative study14 cited