SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
A Longitudinal Study of the Skills and Attitudes Conveyed by Two Business Simulation Games in Pécs, Hungary
16 references·0 citing·44 second hop
A Longitudinal Study of the Skills and Attitudes Conveyed by Two Business Simulation Games in Pécs, Hungary (2020)A Longitudinal Study of the Skills and At…Education for sustainable development through business simulation games: An exploratory study of sustainability gamification and its effects on students' learning outcomes (2018)Education for sustainable dev…How games for computing education are evaluated? A systematic literature review (2017)How games for computing educa…The impact of a simulation game on operations management education (2011)The impact of a simulation ga…Serious games and learning effectiveness: The case of It’s a Deal! (2011)Serious games and learning ef…What influences college students to continue using business simulation games? The Taiwan experience (2009)What influences college stude…Developments in Business Gaming (2008)Developments in Business Gami…Teaching Experiential Learning: Adoption of an Innovative Course in an MBA Marketing Curriculum (2007)Teaching Experiential Learnin…Using a Simulation Game Approach to Teach Enterprise Resource Planning Concepts (2006)Using a Simulation Game Appro…Proceedings of the 24th International Conference of the System Dynamics Society (2006)Proceedings of the 24th Inter…Management simulations: determining their effectiveness (2006)Management simulations: deter…How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? (2005)How can exploratory learning …Today’s Business Simulation Industry (2004)Today’s Business Simulation I…A Survey of Simulation Game Users, Former-Users, and Never-Users (2004)A Survey of Simulation Game U…Constructs of Simulation Evaluation (2002)Constructs of Simulation Eval…Improving Students’ Self-Efficacy in Strategic Management: The Relative Impact of Cases and Simulations (2000)Improving Students’ Self-Effi…Computer Simulation Experiments with Models of Economic Systems (1972)Computer Simulation Experimen…Experiential Learning : Experience as the Source of Learning and Development (1983)Games, Motivation, and Learning: A Research and Practice Model (2002)Benefits, barriers and guideline recommendations for the implementation of serious games in education for stakeholders and policymakers (2014)A systematic literature review on serious games evaluation: An application to software project management (2015)Culture's Consequences (2018)A scoping review of digital game-based technology on English language learning (2019)What Video Games Have to Teach Us about Learning and Literacy (2004)New Vocabularies in Film Semiotics (2005)Learning in immersive worlds: A review of game-based learning (2006)Educational game design for online education (2008)Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies (2012)TRUST AND DISTRUST IN ORGANIZATIONS: Emerging Perspectives, Enduring Questions (1999)Serious games on environmental management (2016)Applying a business simulation game in a flipped classroom to enhance engagement, learning achievement, and higher-order thinking skills (2022)Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain (1956)The Practice of Social Research. (1976)The Practice of Social Research (1989)Comparing student competences in a face-to-face and online business game (2013)The use of virtual simulations in teacher education to develop pre-service teachers’ behaviour and classroom management skills: implications for reflective practice (2020)The use of virtual simulations in teacher education to develop pre-service teachers’ behaviour and classroom management skills: implications for reflective practice (2020)Theory of the firm: Managerial behavior, agency costs and ownership structure (1976)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Flow framework for analyzing the quality of educational games (2014)E-learning continuance: The impact of interactivity and the mediating role of imagery, presence and flow (2015)The Acceptance of Learning Management Systems and Video Conferencing Technologies: Lessons Learned from COVID-19 (2021)Serious Games (1970)Evaluation of Training (1993)Virtual CEOs: A blended approach to digital gaming for enhancing higher order thinking and academic achievement among vocational high school students (2014)Basic Marketing Research (1988)Business Simulation Games: Current Usage Levels—An Update (1998)Simulations and games (2006)Developing Critical Thinkers (1989)Developing key competencies for sustainable development in higher education (2007)Real‐world learning opportunities in sustainability: from classroom into the real world (2010)‘Go with the flow’ for gamification and sustainability marketing (2021)Sustainability in engineering education: A review of learning outcomes (2021)Gamification in Education: Why, Where, When, and How?—A Systematic Review (2023)Box-Jenkins Methods: An Alternative to Econometric Models (1972)A Survey of Users of Corporate Planning Models (1976)Perspectives on the Evolution of Simulation (2002)Anatomy of a group model‐building intervention: building dynamic theory from case study research (2006)Boundary matters: the potential of system dynamics to support sustainability? (2016)Sustainable and renewable energy supply chain: A system dynamics overview (2017)
this work references cited by second hop

References

  • 2005How can exploratory learning with games and simulations within the curriculum be most effectively evaluated?751 cited
  • 1972Computer Simulation Experiments with Models of Economic Systems313 cited
  • 2006Proceedings of the 24th International Conference of the System Dynamics Society312 cited
  • 2011Serious games and learning effectiveness: The case of It’s a Deal!305 cited
  • 2008Developments in Business Gaming305 cited
  • 2018Education for sustainable development through business simulation games: An exploratory study of sustainability gamification and its effects on students' learning outcomes278 cited
  • 2011The impact of a simulation game on operations management education277 cited
  • 2004A Survey of Simulation Game Users, Former-Users, and Never-Users229 cited
  • 2009What influences college students to continue using business simulation games? The Taiwan experience217 cited
  • 2002Constructs of Simulation Evaluation215 cited
  • 2000Improving Students’ Self-Efficacy in Strategic Management: The Relative Impact of Cases and Simulations158 cited
  • 2017How games for computing education are evaluated? A systematic literature review157 cited
  • 2006Management simulations: determining their effectiveness154 cited
  • 2006Using a Simulation Game Approach to Teach Enterprise Resource Planning Concepts

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

144 cited
  • 2007Teaching Experiential Learning: Adoption of an Innovative Course in an MBA Marketing Curriculum143 cited
  • 2004Today’s Business Simulation Industry117 cited
  • Cited by

    No citing works inside the corpus for this window.