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\nA simple classification model for debriefing simulation games
8 references·16 citing·48 second hop
\nA simple classification model for debriefing simulation games (2004)\nA simple classification model for debri…Guidelines and Ethical Considerations for Assessment Center Operations (2015)Guidelines and Ethical Consid…Unpacking Creativity (2001)Unpacking CreativityThe Validity of Laboratory Research in Social and Behavioral Science (2001)The Validity of Laboratory Re…Distributed cognitions : psychological and educational considerations (1997)Distributed cognitions : psyc…A SURVEY OF ASSESSMENT CENTER PRACTICES IN ORGANIZATIONS IN THE UNITED STATES (1997)A SURVEY OF ASSESSMENT CENTER…Debriefing: Toward a Systematic Assessment of Theory and Practice (1992)Debriefing: Toward a Systemat…The fifth discipline, the art and practice of the learning organization (1991)The fifth discipline, the art…Selective Perception: A Note on the Departmental Identifications of Executives (1958)Selective Perception: A Note …Exploring students' flow experiences in business simulation games (2018)Exploring students' flow expe…The Effect of Simulations and Games on Learning Objectives in Tertiary Education: A Systematic Review (2016)The Effect of Simulations and…Promoting science learning in game-based learning with question prompts and feedback (2016)Promoting science learning in…10 Years of Evaluation Research Into Gaming Simulation for German Entrepreneurship and a New Study on Its Long-Term Effects (2016)10 Years of Evaluation Resear…Experiential Learning – A Case Study of the Use of Computerised Stock Market Trading Simulation in Finance Education (2015)Experiential Learning – A Cas…A Blended Learning Approach to Teaching Project Management: A Model for Active Participation and Involvement: Insights from Norway (2015)A Blended Learning Approach t…Edutainment for Sustainable Development (2014)Edutainment for Sustainable D…Designing educational games through a conceptual model based on rules and scenarios (2014)Designing educational games t…Simulating REAL LIVES (2012)Simulating REAL LIVESAdaptive Advice in Learning With a Computer-Based Knowledge Management Simulation Game (2012)Adaptive Advice in Learning W…Are educational computer micro-games engaging and effective for knowledge acquisition at high-schools? A quasi-experimental study (2011)Are educational computer micr…Marketing simulation games: student and lecturer perspectives (2010)Marketing simulation games: s…Using Gaming Literacies to Cultivate New Literacies (2009)Using Gaming Literacies to Cu…Digital Games in eLearning Environments (2009)Digital Games in eLearning En…Gender differences in game activity preferences of middle school children: implications for educational game design (2008)Gender differences in game ac…Students Perceptions of the Incorporation of Games into Classroom Instruction for Basic and Clinical Pharmacokinetics (2007)Students Perceptions of the I…Behind the Mask: The Politics of Employee Appraisal (1987)Meta-analysis of assessment center validity. 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this work references cited by second hop

References

  • 1991The fifth discipline, the art and practice of the learning organization20,050 cited
  • 1997Distributed cognitions : psychological and educational considerations2,509 cited
  • 1958Selective Perception: A Note on the Departmental Identifications of Executives1,031 cited
  • 2001Unpacking Creativity427 cited
  • 1992Debriefing: Toward a Systematic Assessment of Theory and Practice419 cited
  • 2015Guidelines and Ethical Considerations for Assessment Center Operations170 cited
  • 1997A SURVEY OF ASSESSMENT CENTER PRACTICES IN ORGANIZATIONS IN THE UNITED STATES156 cited
  • 2001The Validity of Laboratory Research in Social and Behavioral Science30 cited

Cited by

  • 2008Gender differences in game activity preferences of middle school children: implications for educational game design221 cited
  • 2011Are educational computer micro-games engaging and effective for knowledge acquisition at high-schools? A quasi-experimental study190 cited
  • 2012Simulating REAL LIVES150 cited
  • 2014Edutainment for Sustainable Development112 cited
  • 2009Digital Games in eLearning Environments97 cited
  • 2010Marketing simulation games: student and lecturer perspectives95 cited
  • 2018

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Exploring students' flow experiences in business simulation games
87 cited
  • 2012Adaptive Advice in Learning With a Computer-Based Knowledge Management Simulation Game86 cited
  • 201610 Years of Evaluation Research Into Gaming Simulation for German Entrepreneurship and a New Study on Its Long-Term Effects83 cited
  • 2015A Blended Learning Approach to Teaching Project Management: A Model for Active Participation and Involvement: Insights from Norway66 cited
  • 2016Promoting science learning in game-based learning with question prompts and feedback60 cited
  • 2009Using Gaming Literacies to Cultivate New Literacies56 cited
  • 2014Designing educational games through a conceptual model based on rules and scenarios53 cited
  • 2007Students Perceptions of the Incorporation of Games into Classroom Instruction for Basic and Clinical Pharmacokinetics51 cited
  • 2015Experiential Learning – A Case Study of the Use of Computerised Stock Market Trading Simulation in Finance Education48 cited
  • 2016The Effect of Simulations and Games on Learning Objectives in Tertiary Education: A Systematic Review45 cited