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Learning real business skills in a virtual world: An action learning perspective
9 references·1 citing·48 second hop
Learning real business skills in a virtual world: An action learning perspective (2008)Learning real business skills in a virtua…Digital Game-Based Learning (2020)Digital Game-Based LearningSecond Life and Other Virtual Worlds: A Roadmap for Research (2008)Second Life and Other Virtual…The Scientific Research Potential of Virtual Worlds (2007)The Scientific Research Poten…Using A Virtual World For Transferable Skills in Gaming Education (2006)Using A Virtual World For Tra…Does Active Learning Work? A Review of the Research (2004)Does Active Learning Work? A …Teaching in 3D: Pedagogical Affordances and Constraints of 3D Virtual Worlds for Synchronous Distance Learning (2003)Teaching in 3D: Pedagogical A…Enhancing Learning Outcomes: The Effects of Instructional Technology, Learning Styles, Instructional Methods, and Student Behavior (2003)Enhancing Learning Outcomes: …Building Sense of Community at a Distance (2002)Building Sense of Community a…Action learning : a guide for professional, management, and educational development (1995)Action learning : a guide for…Innovation Co-Creation In A Virtual World (2012)Innovation Co-Creation In A V…Designing qualitative research (1989)Open Innovation: The New Imperative for Creating and Profiting from Technology (2003)Diffusion of Innovations 1 (2019)E-Moderating (2004)Adoption of 3-D Virtual Worlds for Education (2008)Perceiving, Acting and Knowing (2017)The interplay of avatar identities, self-efficacy, and language practices (2020)A BEHAVIORAL MODEL OF RATIONAL CHOICE (1955)Designing the innovating organization (1982)Inter-Organization Information Sharing Systems (1982)“The (Real) World is not Enough:” Motivational Drivers and User Behavior in Virtual Worlds (2011)Arguing the Value of Virtual Worlds: Patterns of Discursive Sensemaking of an Innovative Technology1 (2011)Team Collaboration in Virtual Worlds: Editorial to the Special Issue (2012)The efficacy of psychological, educational, and behavioral treatment: Confirmation from meta-analysis. (1993)What Matters in College? Four Critical Years Revisited. (1994)Interactive-engagement versus traditional methods: A six-thousand-student survey of mechanics test data for introductory physics courses (1998)Inductive Teaching and Learning Methods: Definitions, Comparisons, and Research Bases (2006)Active learning increases student performance in science, engineering, and mathematics (2014)The Flipped Classroom: A Survey of the Research (2020)Experiential Learning : Experience as the Source of Learning and Development (1983)Seven Principles for Good Practice in Undergraduate Education (1989)Computer Self-Efficacy: Development of a Measure and Initial Test (1995)The Reflective Learning Continuum: Reflecting on Reflection (2005)Pedagogical affect, student interest, and learning performance (2007)Examining the impact of case-based learning on student engagement, learning motivation and learning performance among university students (2019)The Presentation of Self in Everyday Life. (1956)Identity : Youth and Crisis. 1968 (1968)The Evolution of Cooperation (1981)Social Networks and Health (2008)Learning science in informal environments : people, places, and pursuits (2009)My Life as a Night Elf Priest (2010)Mind in Society: The Development of Higher Psychological Processes (1978)Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. (1994)Synchronous and Asynchronous Text-Based CMC in Educational Contexts: A Review of Recent Research (2006)Interacting through avatars: Virtual worlds as a context for online education (2009)Mapping research trends from 35 years of publications inDistance Education (2016)Dropout from Higher Education: A Theoretical Synthesis of Recent Research (1975)Situated Cognition and the Culture of Learning (1989)Wikis, blogs and podcasts: a new generation of Web-based tools for virtual collaborative clinical practice and education (2006)1. Foundations of Educational Theory for Online Learning (2008)Tweeting the Night Away: Using Twitter to Enhance Social Presence (2009)Strategic management: an evaluation of the use of three learning methods (2002)The Reflective Practitioner: Reaching for Excellence in Practice (2005)The impact of executive coaching on self‐efficacy related to management soft‐skills (2010)The Theory and Practice of Online Learning (2008)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Handbook of Self-Regulation of Learning and Performance (2017)
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References

  • 2004Does Active Learning Work? A Review of the Research7,318 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 2002Building Sense of Community at a Distance1,235 cited
  • 2007The Scientific Research Potential of Virtual Worlds935 cited
  • 2003Teaching in 3D: Pedagogical Affordances and Constraints of 3D Virtual Worlds for Synchronous Distance Learning302 cited
  • 1995Action learning : a guide for professional, management, and educational development283 cited
  • 2003Enhancing Learning Outcomes: The Effects of Instructional Technology, Learning Styles, Instructional Methods, and Student Behavior237 cited
  • 2008Second Life and Other Virtual Worlds: A Roadmap for Research144 cited
  • 2006Using A Virtual World For Transferable Skills in Gaming Education49 cited

Cited by

  • 2012Innovation Co-Creation In A Virtual World6 cited

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