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Learning Through Action: Creating and Implementing a Strategy Game to Foster Innovative Thinking in Higher Education
5 references·4 citing·33 second hop
Learning Through Action: Creating and Implementing a Strategy Game to Foster Innovative Thinking in Higher Education (2019)Learning Through Action: Creating and Imp…Room escape at class: Escape games activities to facilitate the motivation and learning in computer science (2017)Room escape at class: Escape …Collective genius: the art and practice of leading innovation (2014)Collective genius: the art an…Strategic Planning with Critical Success Factors and Future Scenarios: An Integrated Strategic Planning Framework (2010)Strategic Planning with Criti…Constructivism and computer‐mediated communication in distance education (1995)Constructivism and computer‐m…Mind in Society: The Development of Higher Psychological Processes (1978)Mind in Society: The Developm…Student engagement and academic achievement: the effect of gamification on case and project-based online learning (2024)Student engagement and academ…Learning with a digital escape room game: before or after instruction? (2022)Learning with a digital escap…Beyond the Early Adopters: Escape Rooms in Science Education (2021)Beyond the Early Adopters: Es…Developing Educational Escape Rooms for Experiential Entrepreneurship Education (2020)Developing Educational Escape…Situated Cognition and the Culture of Learning (1989)Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. (1994)Virtual interaction: Design factors affecting student satisfaction and perceived learning in asynchronous online courses (2001)Building Learning Communities in Online Courses: the importance of interaction (2002)Interaction, Internet self-efficacy, and self-regulated learning as predictors of student satisfaction in online education courses (2013)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Case Study Research: Design and Methods (1991)Entrepreneurs’ Evaluations of Mentors: The Role of Value Similarities and Mentors’ Experiences (2024)Diffusion of Innovations (1963)Teaching for Quality Learning at University: What the Student Does (1999)School Engagement: Potential of the Concept, State of the Evidence (2004)You escaped! How did you learn during gameplay? (2022)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Chief executives define their own data needs. (1979)An assessment of critical success factors (1984)The Fall and Rise of Strategic Planning (1994)The Critical Success Factors Study for e-Government Implementation (2014)How to improve the assessment of BPM maturity in the era of digital transformation (2021)Towards a circular economy: Investigating the critical success factors for a blockchain-based solar photovoltaic energy ecosystem in Turkey (2021)A review of project-based learning in higher education: Student outcomes and measures (2020)Online learning amid the COVID-19 pandemic: Students perspectives (2020)Online Learning: A Panacea in the Time of COVID-19 Crisis (2020)Reciprocal Teaching of Comprehension-Fostering and Comprehension-Monitoring Activities (1984)Qualitative Analysis for Social Scientists (1987)Expansive Learning at Work: Toward an activity theoretical reconceptualization (2001)Escape Rooms for Learning: A Systematic Review (2019)A review on use of escape rooms in education – touching the void (2020)Effects of digital escape room on gameful experience, collaboration, and motivation of elementary school students (2021)Attitude vs involvement: a systematic literature review at the intersection between engagement and innovation (2020)Seeing is not believing: Leader humility, hypocrisy, and their impact on followers' behaviors (2020)The dark side of leadership: A systematic review of creativity and innovation (2023)
this work references cited by second hop

References

  • 1978Mind in Society: The Development of Higher Psychological Processes53,480 cited
  • 1995Constructivism and computer‐mediated communication in distance education1,117 cited
  • 2017Room escape at class: Escape games activities to facilitate the motivation and learning in computer science243 cited
  • 2014Collective genius: the art and practice of leading innovation137 cited
  • 2010Strategic Planning with Critical Success Factors and Future Scenarios: An Integrated Strategic Planning Framework108 cited

Cited by

  • 2021Beyond the Early Adopters: Escape Rooms in Science Education54 cited
  • 2022Learning with a digital escape room game: before or after instruction?39 cited
  • 2020Developing Educational Escape Rooms for Experiential Entrepreneurship Education35 cited
  • 2024Student engagement and academic achievement: the effect of gamification on case and project-based online learning31 cited

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