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Gender differences in self-efficacy, acceptance, and satisfaction in business simulations
16 references·2 citing·44 second hop
Gender differences in self-efficacy, acceptance, and satisfaction in business simulations (2021)Gender differences in self-efficacy, acce…The effect of games and simulations on higher education: a systematic literature review (2017)The effect of games and simul…Assessment in and of Serious Games: An Overview (2013)Assessment in and of Serious …Our Princess Is in Another Castle (2012)Our Princess Is in Another Ca…Do Women Shy Away From Competition? Do Men Compete Too Much? (2007)Do Women Shy Away From Compet…Digital Games in Education (2007)Digital Games in EducationBusiness Ethics and Social Responsibility Education: Shifting the Worldview (2006)Business Ethics and Social Re…How business schools lost their way. (2005)How business schools lost the…How Business Schools Lost Their Way (2005)How Business Schools Lost The…Bad Management Theories Are Destroying Good Management Practices (2005)Bad Management Theories Are D…The Business School ‘Business’: Some Lessons from the US Experience* (2004)The Business School ‘Business…Performance in Competitive Environments: Gender Differences (2003)Performance in Competitive En…The End of Business Schools? Less Success Than Meets the Eye (2002)The End of Business Schools? …Mindful Learning (2000)Mindful LearningMusings on management. Ten ideas designed to rile everyone who cares about management. (1996)Musings on management. Ten id…Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Perceived Usefulness, Perceiv…A new perspective on women's math achievement. (1989)A new perspective on women's …Psychometric Validation of the Romanian Version of the Adult Hope Scale (AHS) (2025)Psychometric Validation of th…Mechanism of gamification: Role of flow in the behavioral and emotional pathways of engagement in management education (2022)Mechanism of gamification: Ro…Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Self-efficacy mechanism in human agency. 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(1988)Women Empowerment and Economic Development (2012)A Grand Gender Convergence: Its Last Chapter (2014)American Economic Review (2019)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)From Content to Context: Videogames as Designed Experience (2006)Gameplay Engagement and Learning in Game-Based Learning (2015)Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. (2017)Toward Meaningful Engagement: A Framework for Design and Research of Gamified Information Systems1 (2017)A systematic literature review of empirical evidence on computer games and serious games (2012)A meta-analysis of the cognitive and motivational effects of serious games. 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(2011)Ethics, CSR, and Sustainability Education in the Financial Times Top 50 Global Business Schools: Baseline Data and Future Research Directions (2007)It’s a Bittersweet Symphony, this Life: Fragile Academic Selves and Insecure Identities at Work (2013)On doing better science: From thrill of discovery to policy implications (2017)Location, Competition, and Economic Development: Local Clusters in a Global Economy (2000)Looking Forward and Looking Backward: Cognitive and Experiential Search (2000)A Critical Assessment of Business Model Research (2017)
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References

  • 1989Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology68,271 cited
  • 2005Bad Management Theories Are Destroying Good Management Practices3,823 cited
  • 2007Do Women Shy Away From Competition? Do Men Compete Too Much?3,185 cited
  • 2003Performance in Competitive Environments: Gender Differences1,996 cited
  • 2002The End of Business Schools? Less Success Than Meets the Eye1,853 cited
  • 1996Musings on management. Ten ideas designed to rile everyone who cares about management.1,623 cited
  • 2005How Business Schools Lost Their Way1,561 cited
  • 2005How business schools lost their way.897 cited
  • 2017The effect of games and simulations on higher education: a systematic literature review773 cited
  • 2012Our Princess Is in Another Castle737 cited
  • 2007Digital Games in Education607 cited
  • 2013Assessment in and of Serious Games: An Overview595 cited
  • 2004The Business School ‘Business’: Some Lessons from the US Experience*527 cited
  • 1989A new perspective on women's math achievement.482 cited
  • 2006Business Ethics and Social Responsibility Education: Shifting the Worldview427 cited

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  • 2000Mindful Learning426 cited
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    • 2022Mechanism of gamification: Role of flow in the behavioral and emotional pathways of engagement in management education62 cited
    • 2025Psychometric Validation of the Romanian Version of the Adult Hope Scale (AHS)2 cited