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Learner Engagement in a Business Simulation Game: Impact on Higher-Order Thinking Skills
16 references·4 citing·47 second hop
Learner Engagement in a Business Simulation Game: Impact on Higher-Order Thinking Skills (2022)Learner Engagement in a Business Simulati…Examining the key influencing factors on college students’ higher-order thinking skills in the smart classroom environment (2021)Examining the key influencing…Mapping research in student engagement and educational technology in higher education: a systematic evidence map (2020)Mapping research in student e…Investigating the effects of gamification-enhanced flipped learning on undergraduate students’ behavioral and cognitive engagement (2018)Investigating the effects of …Journal of Education and Practice (2017)Journal of Education and Prac…Technology use, self-directed learning, student engagement and academic performance: Examining the interrelations (2016)Technology use, self-directed…Student engagement, context, and adjustment: Addressing definitional, measurement, and methodological issues (2016)Student engagement, context, …Handbook of Motivation at School (2016)Handbook of Motivation at Sch…A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…Agency as a fourth aspect of students’ engagement during learning activities (2011)Agency as a fourth aspect of …Exploring the potential of the will, skill, tool model in Ghana: Predicting prospective and practicing teachers’ use of technology (2010)Exploring the potential of th…Students’ engagement in first‐year university (2008)Students’ engagement in first…The value of student engagement for higher education quality assurance (2005)The value of student engageme…Digital game-based learning: Towards an experiential gaming model (2005)Digital game-based learning: …School Engagement: Potential of the Concept, State of the Evidence (2004)School Engagement: Potential …Experience and Education (1986)Experience and EducationEvaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Evaluating Structural Equatio…Business Simulation Games for the Development of Decision Making: Systematic Review (2025)Business Simulation Games for…Assessing the effects of online simulation-based learning on skills in managing change for corporate sustainability (2024)Assessing the effects of onli…Promoting Entrepreneurial Intentions and Competencies Through Business Simulation Games (2023)Promoting Entrepreneurial Int…Creating experiential learning opportunities in enterprise education: an example of a facilitator-led business simulation game in a taught setting (2023)Creating experiential learnin…The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1956)Thought and language (1962)Experiential Learning : Experience as the Source of Learning and Development (1983)Serious Games : An Overview (2007)EGameFlow: A scale to measure learners’ enjoyment of e-learning games (2008)Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies (2012)Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. (1994)Improving student engagement: Ten proposals for action (2010)Navigating change: a typology of student transition in higher education (2012)An Online Engagement Framework for Higher Education (2018)Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives (1999)Self-Efficacy: The Exercise of Control (1999)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)A Self-determination Theory Perspective on Student Engagement (2012)How students create motivationally supportive learning environments for themselves: The concept of agentic engagement. (2013)Games, Motivation, and Learning: A Research and Practice Model (2002)Why do people play on-line games? An extended TAM with social influences and flow experience (2003)Enjoyment: At the Heart of Media Entertainment (2004)Gamifying learning experiences: Practical implications and outcomes (2013)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Handbook of Self-Regulation of Learning and Performance (2017)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)The need to belong: Desire for interpersonal attachments as a fundamental human motivation. (1995)The Four-Phase Model of Interest Development (2006)Customer Engagement (2011)The ICAP Framework: Linking Cognitive Engagement to Active Learning Outcomes (2014)The Discovery of Grounded Theory: Strategies for Qualitative Research. (1968)Mind in Society: The Development of Higher Psychological Processes (1978)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)An examination of teachers’ strategies to foster student engagement in blended learning in higher education (2021)Emergency remote teaching in higher education: mapping the first global online semester (2021)Student engagement in online learning in Latin American higher education during the COVID‐19 pandemic: A systematic review (2022)Significance tests and goodness of fit in the analysis of covariance structures. (1980)On the Evaluation of Structural Equation Models (1988)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)When to use and how to report the results of PLS-SEM (2018)Stories of Experience and Narrative Inquiry (1990)Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge (2006)Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching (2006)Effects of Naturally Existing Peer Groups on Changes in Academic Engagement in a Cohort of Sixth Graders (2007)Using multimedia for e‐learning (2017)Student Motivation and Associated Outcomes: A Meta-Analysis From Self-Determination Theory (2021)Flipped Classrooms: a Review of Key Ideas and Recommendations for Practice (2016)Blended learning: the new normal and emerging technologies (2018)Uses and Gratifications of Problematic Social Media Use Among University Students: a Simultaneous Examination of the Big Five of Personality Traits, Social Media Platforms, and Social Media Use Motives (2018)
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References

  • 1981Evaluating Structural Equation Models with Unobservable Variables and Measurement Error108,884 cited
  • 1986Experience and Education13,444 cited
  • 2004School Engagement: Potential of the Concept, State of the Evidence12,540 cited
  • 2012A systematic literature review of empirical evidence on computer games and serious games2,890 cited
  • 2017Journal of Education and Practice2,735 cited
  • 2011Agency as a fourth aspect of students’ engagement during learning activities1,615 cited
  • 2005Digital game-based learning: Towards an experiential gaming model1,456 cited
  • 2016Handbook of Motivation at School1,133 cited
  • 2020Mapping research in student engagement and educational technology in higher education: a systematic evidence map1,084 cited
  • 2008Students’ engagement in first‐year university1,074 cited
  • 2016Student engagement, context, and adjustment: Addressing definitional, measurement, and methodological issues848 cited
  • 2005The value of student engagement for higher education quality assurance654 cited
  • 2016Technology use, self-directed learning, student engagement and academic performance: Examining the interrelations649 cited
  • 2018Investigating the effects of gamification-enhanced flipped learning on undergraduate students’ behavioral and cognitive engagement405 cited

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  • 2021Examining the key influencing factors on college students’ higher-order thinking skills in the smart classroom environment303 cited
  • 2010Exploring the potential of the will, skill, tool model in Ghana: Predicting prospective and practicing teachers’ use of technology297 cited
  • Cited by

    • 2023Promoting Entrepreneurial Intentions and Competencies Through Business Simulation Games17 cited
    • 2025Business Simulation Games for the Development of Decision Making: Systematic Review16 cited
    • 2024Assessing the effects of online simulation-based learning on skills in managing change for corporate sustainability11 cited
    • 2023Creating experiential learning opportunities in enterprise education: an example of a facilitator-led business simulation game in a taught setting11 cited