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Training Methods Research Opportunities for a Pilot Workforce in Transition: A Literature Review
16 references·0 citing·46 second hop
Training Methods Research Opportunities for a Pilot Workforce in Transition: A Literature Review (2024)Training Methods Research Opportunities f…The impact of gamification on learning and instruction: A systematic review of empirical evidence (2020)The impact of gamification on…Optimizing performance through intrinsic motivation and attention for learning: The OPTIMAL theory of motor learning (2016)Optimizing performance throug…Moving on From Millennials: Preparing for Generation Z (2016)Moving on From Millennials: P…The Adult Learner (2014)The Adult LearnerThe Science of Training and Development in Organizations (2012)The Science of Training and D…From game design elements to gamefulness (2011)From game design elements to …The Millennial Student: A New Generation of Learners (2007)The Millennial Student: A New…What Makes the Difference? A Practical Analysis of Research on the Effectiveness of Distance Education (2005)What Makes the Difference? A …How Does Distance Education Compare With Classroom Instruction? A Meta-Analysis of the Empirical Literature (2004)How Does Distance Education C…When generations collide: who they are, why they clash, how to solve the generational puzzle at work (2003)When generations collide: who…E-learning and the science of instruction: Proven guidelines for consumers and designers of multimedia learning (2003)E-learning and the science of…Digital Natives, Digital Immigrants Part 1 (2001)Digital Natives, Digital Immi…No Significant Difference Phenomenon. (1999)No Significant Difference Phe…Media will never influence learning (1994)Media will never influence le…Generations: The History of America's Future, 1584 to 2069 (1991)Generations: The History of A…Effectiveness of computer-based instruction: An updated analysis (1991)Effectiveness of computer-bas…Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Gamification in theory and action: A survey (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Reconsidering Research on Learning from Media (1983)Partners in Cognition: Extending Human Intelligence with Intelligent Technologies (1991)Critical Inquiry in a Text-Based Environment: Computer Conferencing in Higher Education (1999)The Theory and Practice of Online Learning (2008)Evaluation of Evidence-Based Practices in Online Learning: A Meta-Analysis and Review of Online Learning Studies (2009)Social Learning Theory. (1978)Communities of practice learning, meaning, and identity (1999)Self-Efficacy: The Exercise of Control (1999)Learning in the Twenty-First-Century Workplace (2014)Leadership training design, delivery, and implementation: A meta-analysis. (2017)COVID-19 and the workplace: Implications, issues, and insights for future research and action. (2020)Digital game-based learning (2003)The ‘digital natives’ debate: A critical review of the evidence (2008)Digital Natives, Digital Immigrants (2013)Covid-19 pandemic and online learning: the challenges and opportunities (2020)Experimental and Quasi-Experimental Designs for Research (1963)Statistical Methods for Meta-Analysis (1988)Seven Principles for Good Practice in Undergraduate Education (1989)A Meta-Analysis of Three Types of Interaction Treatments in Distance Education (2009)The Effectiveness of Online and Blended Learning: A Meta-Analysis of the Empirical Literature (2013)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Setting the scientific stage for esports psychology: a systematic review (2020)Superiority of external attentional focus for motor performance and learning: Systematic reviews and meta-analyses. (2021)Exploring factors influencing impulse buying in live streaming shopping: a stimulus-organism-response (SOR) perspective (2022)Mind in Society: The Development of Higher Psychological Processes (1978)Content Analysis: An Introduction to its Methodology. (1984)Content Analysis: An Introduction to Its Methodology (2019)Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education (2021)Gamification in Science Education. A Systematic Review of the Literature (2021)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)Generational differences in psychological traits and their impact on the workplace (2008)Generational Differences in Work Values: A Review of Theory and Evidence (2010)Generational differences in the workplace: A review of the evidence and directions for future research (2013)THE COMPARATIVE EFFECTIVENESS OF WEB‐BASED AND CLASSROOM INSTRUCTION: A META‐ANALYSIS (2006)International Handbook of Information Technology in Primary and Secondary Education (2008)The effectiveness of educational technology applications for enhancing mathematics achievement in K-12 classrooms: A meta-analysis (2013)An instructional model for web‐based e‐learning education with a blended learning process approach (2005)Student perceptions of collaborative learning, social presence and satisfaction in a blended learning environment: Relationships and critical factors (2007)The myths of the digital native and the multitasker (2017)
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References

  • 2001Digital Natives, Digital Immigrants Part 111,096 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 2003E-learning and the science of instruction: Proven guidelines for consumers and designers of multimedia learning2,257 cited
  • 1991Generations: The History of America's Future, 1584 to 20692,194 cited
  • 1994Media will never influence learning1,893 cited
  • 2004How Does Distance Education Compare With Classroom Instruction? A Meta-Analysis of the Empirical Literature1,761 cited
  • 2016Optimizing performance through intrinsic motivation and attention for learning: The OPTIMAL theory of motor learning1,235 cited
  • 2012The Science of Training and Development in Organizations1,098 cited
  • 2020The impact of gamification on learning and instruction: A systematic review of empirical evidence963 cited
  • 1991Effectiveness of computer-based instruction: An updated analysis957 cited
  • 1999No Significant Difference Phenomenon.698 cited
  • 2005What Makes the Difference? A Practical Analysis of Research on the Effectiveness of Distance Education618 cited
  • 2003When generations collide: who they are, why they clash, how to solve the generational puzzle at work518 cited
  • 2014The Adult Learner367 cited
  • 2016

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Moving on From Millennials: Preparing for Generation Z
287 cited
  • 2007The Millennial Student: A New Generation of Learners251 cited
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