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A Case Study of Educational Games in Virtual Reality as a Teaching Method of Lean Management
13 references·0 citing·55 second hop
A Case Study of Educational Games in Virtual Reality as a Teaching Method of Lean Management (2021)A Case Study of Educational Games in Virt…Self-regulated mobile game-based English learning in a virtual reality environment (2020)Self-regulated mobile game-ba…Experimental Investigations to Deploy Green Manufacturing through Reduction of Waste Using Lean Tools in Electrical Components Manufacturing Company (2020)Experimental Investigations t…Can gamification help to improve education? Findings from a longitudinal study (2020)Can gamification help to impr…A Geospatial Thinking Multiyear Study (2020)A Geospatial Thinking Multiye…Experiencing immersive virtual reality in museums (2019)Experiencing immersive virtua…Effectuation of Lean Tool “5S” on Materials and Work Space Efficiency in a Copper Wire Drawing Micro-Scale Industry in India (2018)Effectuation of Lean Tool “5S…Case study concerning 5S method impact in an automotive company (2018)Case study concerning 5S meth…The Implementation of 5S Lean Tool Using System Dynamics Approach (2017)The Implementation of 5S Lean…Rich environments for active learning: a definition (2011)Rich environments for active …Gamification in Education: What, How, Why Bother? (2011)Gamification in Education: Wh…Teaching Lean Manufacturing With Simulations and Games: A Survey and Future Directions (2009)Teaching Lean Manufacturing W…Lean viewed as a philosophy (2006)Lean viewed as a philosophyThe Process of Education (1960)The Process of EducationSocial Foundations of Thought and Action : A Social Cognitive Theory (1985)A Theory of Goal Setting and Task PerformanceA Theory of Goal Setting and Task Performance, by LockeEdwin A. and LathamGary P.. Englewood Cliffs, NJ: Prentice-Hall, 1990. (1991)From Content to Context: Videogames as Designed Experience (2006)Gamification and student motivation (2014)The effect of gamification on motivation and engagement (2017)Gamified learning in higher education: A systematic review of the literature (2018)Cultures and Organizations: Software of the Mind. (1993)Does Active Learning Work? 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(1991)Principles and Practice of Structural Equation Modeling (1998)Principles and Practice of Structural Equation Modeling (2012)Smart Tourism City: Developments and Transformations (2020)Light at the end of the tunnel: Visitors' virtual reality (versus in-person) attraction site tour-related behavioral intentions during and post-COVID-19 (2021)Shopping in virtual reality: A literature review and future agenda (2021)The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Gamification in theory and action: A survey (2014)Gamification suffers from the novelty effect but benefits from the familiarization effect: Findings from a longitudinal study (2022)Negative effects of gamification in education software: Systematic mapping and practitioner perceptions (2022)Establishing the importance of co-creation and self-efficacy in creative collaboration with artificial intelligence (2024)Experiential Learning : Experience as the Source of Learning and Development (1983)Motivational and self-regulated learning components of classroom academic performance. (1990)Research Methods in Education (2007)Effects of the self-regulated strategy within the context of spherical video-based virtual reality on students’ learning performances in an art history class (2021)Self-regulated second language learning: a review of types and benefits of strategies, modes of teacher support, and pedagogical implications (2022)On the relationship between EFL students' attitudes toward artificial intelligence, teachers' immediacy and teacher-student rapport, and their willingness to communicate (2024)Self-Concept: Validation of Construct Interpretations (1976)Design Experiments: Theoretical and Methodological Challenges in Creating Complex Interventions in Classroom Settings (1992)Adding It Up: Helping Children Learn Mathematics (2013)
this work references cited by second hop

References

  • 1960The Process of Education6,018 cited
  • 2011Gamification in Education: What, How, Why Bother?1,242 cited
  • 2006Lean viewed as a philosophy875 cited
  • 2019Experiencing immersive virtual reality in museums485 cited
  • 2011Rich environments for active learning: a definition414 cited
  • 2020Can gamification help to improve education? Findings from a longitudinal study301 cited
  • 2020Self-regulated mobile game-based English learning in a virtual reality environment277 cited
  • 2018Case study concerning 5S method impact in an automotive company124 cited
  • 2017The Implementation of 5S Lean Tool Using System Dynamics Approach103 cited
  • 2009Teaching Lean Manufacturing With Simulations and Games: A Survey and Future Directions102 cited
  • 2018Effectuation of Lean Tool “5S” on Materials and Work Space Efficiency in a Copper Wire Drawing Micro-Scale Industry in India50 cited
  • 2020Experimental Investigations to Deploy Green Manufacturing through Reduction of Waste Using Lean Tools in Electrical Components Manufacturing Company37 cited
  • 2020A Geospatial Thinking Multiyear Study17 cited

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