SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
FLIGBY—A Serious Game Tool to Enhance Motivation and Competencies in Entrepreneurship
16 references·11 citing·52 second hop
FLIGBY—A Serious Game Tool to Enhance Motivation and Competencies in Entrepreneurship (2019)FLIGBY—A Serious Game Tool to Enhance Mot…How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)How gamification motivates: A…Gamification for health promotion: systematic review of behaviour change techniques in smartphone apps (2016)Gamification for health promo…A definition for gamification: anchoring gamification in the service marketing literature (2016)A definition for gamification…Entrepreneurship education: A systematic literature review of curricula contents and teaching methods (2015)Entrepreneurship education: A…Doing Survey Research (2015)Doing Survey ResearchConstructionist Gaming: Understanding the Benefits of Making Games for Learning (2015)Constructionist Gaming: Under…The Psychology of Entrepreneurship (2014)The Psychology of Entrepreneu…Motivational effects and age differences of gamification in product advertising (2014)Motivational effects and age …An Overview of Serious Games (2014)An Overview of Serious GamesThe Impact of an Entrepreneurship Education Program on Entrepreneurial Competencies and Intention (2013)The Impact of an Entrepreneur…Assessment in and of Serious Games: An Overview (2013)Assessment in and of Serious …From game design elements to gamefulness (2011)From game design elements to …Enterprise education as pedagogy (2010)Enterprise education as pedag…Using thematic analysis in psychology (2006)Using thematic analysis in ps…What is “enterprise education”? An analysis of the objectives and methods of enterprise education programmes in four European countries (2004)What is “enterprise education…Assessment for Learning- putting it into practice (2003)Assessment for Learning- putt…Serious Games in Higher Education in the Transforming Process to Education 4.0—Systematized Review (2024)Serious Games in Higher Educa…A Systematic Literature Review of Soft Skills in Information Technology Education (2024)A Systematic Literature Revie…Serious Games in Digital Gaming: A Comprehensive Review of Applications, Game Engines and Advancements (2023)Serious Games in Digital Gami…Serious Games and AI: Challenges and Opportunities for Computational Social Science (2023)Serious Games and AI: Challen…Being an Emotionally Intelligent Leader through the Nine-Layer Model of Emotional Intelligence—The Supporting Role of New Technologies (2023)Being an Emotionally Intellig…Exploring flow-promoting management and leadership skills via serious gaming (2022)Exploring flow-promoting mana…Business Simulation Games in Higher Education: A Systematic Review of Empirical Research (2022)Business Simulation Games in …Innovation farm: Teaching artificial intelligence through gamified social entrepreneurship in an introductory MIS course* (2021)Innovation farm: Teaching art…Flow in the Context of Work (2021)Flow in the Context of WorkBusiness Simulation Games Analysis Supported by Human-Computer Interfaces: A Systematic Review (2021)Business Simulation Games Ana…Higher Education Students’ Assessments towards Gamification and Sustainability: A Case Study (2020)Higher Education Students’ As…Serious Games (1970)Serious Games: Games That Educate, Train, and Inform (2005)Fish’n’Steps: Encouraging Physical Activity with an Interactive Computer Game (2006)The Role of Serious Games, Gamification and Industry 4.0 Tools in the Education 4.0 Paradigm (2019)Designing Engaging Games for Education: A Systematic Literature Review on Game Motivators and Design Principles (2020)Serious Games and Gamification in Healthcare: A Meta-Review (2023)Qualitative evaluation and research methods (1990)Qualitative Data Analysis: An Expanded Sourcebook (1994)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)Older Adults' Reasons for Using Technology while Aging in Place (2015)Thematic Analysis (2017)Reflecting on reflexive thematic analysis (2019)Experiential Learning : Experience as the Source of Learning and Development (1983)Does entrepreneurial self-efficacy distinguish entrepreneurs from managers? (1998)The chronology and intellectual trajectory of American entrepreneurship education (2003)Researching entrepreneurship and education (2005)Innovating Education and Educating for Innovation (2016)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Gamification in theory and action: A survey (2014)What Video Games Have to Teach Us about Learning and Literacy (2004)A systematic literature review of empirical evidence on computer games and serious games (2012)Serious Games for education and training (2014)Assessing the effectiveness of digital game-based learning: Best practices (2015)Prospect Theory: An Analysis of Decision under Risk (1979)Clarifying the Entrepreneurial Orientation Construct and Linking It To Performance (1996)The Promise of Entrepreneurship as a Field of Research (2000)Explaining entrepreneurial intentions by means of the theory of planned behaviour (2008)Regional variations in entrepreneurial cognitions: Start-up intentions of university students in Spain (2011)Entrepreneurs’ Mental Health and Well-Being: A Review and Research Agenda (2018)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-Efficacy: The Exercise of Control (1999)Outcomes of entrepreneurship education: An institutional perspective (2015)Personality Traits on Entrepreneurial Intention (2016)The impact of entrepreneurship education on the entrepreneurial mindset of college students in China: The mediating role of inspiration and the role of educational attributes (2019)Flow: The Psychology of Optimal Experience (1991)Evolving to a New Dominant Logic for Marketing (2003)Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction (2019)Gamification of health professions education: a systematic review (2020)Enhancing user engagement: The role of gamification in mobile apps (2021)Intrinsic Motivation and Self-Determination in Human Behavior (1985)The need to belong: Desire for interpersonal attachments as a fundamental human motivation. (1995)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)The Gamification of Learning: a Meta-analysis (2019)Basic psychological need theory: Advancements, critical themes, and future directions (2020)The impact of gamification on learning and instruction: A systematic review of empirical evidence (2020)Working inside the Black Box: Assessment for Learning in the Classroom (2004)Learning to Teach Argumentation: Research and development in the science classroom (2005)Differing perceptions in the feedback process (2006)
this work references cited by second hop

References

  • 2006Using thematic analysis in psychology193,725 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 2016How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction2,059 cited
  • 2003Assessment for Learning- putting it into practice1,586 cited
  • 2016A definition for gamification: anchoring gamification in the service marketing literature1,089 cited
  • 2014The Psychology of Entrepreneurship961 cited
  • 2013The Impact of an Entrepreneurship Education Program on Entrepreneurial Competencies and Intention675 cited
  • 2014An Overview of Serious Games657 cited
  • 2013Assessment in and of Serious Games: An Overview595 cited
  • 2004What is “enterprise education”? An analysis of the objectives and methods of enterprise education programmes in four European countries546 cited
  • 2016Gamification for health promotion: systematic review of behaviour change techniques in smartphone apps450 cited
  • 2010Enterprise education as pedagogy386 cited
  • 2015Constructionist Gaming: Understanding the Benefits of Making Games for Learning383 cited
  • 2015Doing Survey Research374 cited
  • 2015Entrepreneurship education: A systematic literature review of curricula contents and teaching methods

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

267 cited
  • 2014Motivational effects and age differences of gamification in product advertising240 cited
  • Cited by

    • 2024A Systematic Literature Review of Soft Skills in Information Technology Education63 cited
    • 2023Being an Emotionally Intelligent Leader through the Nine-Layer Model of Emotional Intelligence—The Supporting Role of New Technologies61 cited
    • 2022Business Simulation Games in Higher Education: A Systematic Review of Empirical Research57 cited
    • 2023Serious Games and AI: Challenges and Opportunities for Computational Social Science48 cited
    • 2020Higher Education Students’ Assessments towards Gamification and Sustainability: A Case Study48 cited
    • 2021Flow in the Context of Work46 cited
    • 2021Innovation farm: Teaching artificial intelligence through gamified social entrepreneurship in an introductory MIS course*37 cited
    • 2024Serious Games in Higher Education in the Transforming Process to Education 4.0—Systematized Review34 cited
    • 2023Serious Games in Digital Gaming: A Comprehensive Review of Applications, Game Engines and Advancements32 cited
    • 2021Business Simulation Games Analysis Supported by Human-Computer Interfaces: A Systematic Review29 cited
    • 2022Exploring flow-promoting management and leadership skills via serious gaming28 cited