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Simulated business effectiveness: learning and performance outcomes
16 references·1 citing·56 second hop
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References

  • 1992The balanced scorecard--measures that drive performance.7,979 cited
  • 1998Scientific Discovery Learning with Computer Simulations of Conceptual Domains1,592 cited
  • 2002Sense of community, perceived cognitive learning, and persistence in asynchronous learning networks864 cited
  • 2009Three Types of Conceptual Change: Belief Revision, Mental Model Transformation, and Categorical Shift536 cited
  • 2004A Review of Scholarship on Assessing Experiential Learning Effectiveness366 cited
  • 2013Games and Simulations and Their Relationships to Learning344 cited
  • 2009What Is Learning Anyway? A Topographical Perspective Considered327 cited
  • 1959The Processing of Positive and Negative Information324 cited
  • 1997“But is it fair?”: An exploratory study of student perceptions of the consequential validity of assessment319 cited
  • 2010Mental models, decision rules, and performance heterogeneity317 cited
  • 1994Cognitive Style and its Relevance for Management Practice269 cited
  • 2004A Survey of Simulation Game Users, Former-Users, and Never-Users229 cited
  • 2008Business Simulations and Cognitive Learning203 cited
  • 2001The Changing Nature of Business Simulation/ Gaming Research: A Brief History192 cited
  • 2012

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Enhancing students' employability through business simulation
143 cited
  • 2001Consensus formation during strategic change143 cited
  • Cited by

    • 2022How to Use Artificial Intelligence to Improve Entrepreneurial Attitude in Business Simulation Games: Implications From a Quasi-Experiment23 cited