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Teaching Hotel Management Using Gamification and Problem-Based Learning
10 references·0 citing·49 second hop
Teaching Hotel Management Using Gamification and Problem-Based Learning (2024)Teaching Hotel Management Using Gamificat…Tailored gamification in education: A literature review and future agenda (2022)Tailored gamification in educ…Mechanism of gamification: Role of flow in the behavioral and emotional pathways of engagement in management education (2022)Mechanism of gamification: Ro…Gamification and virtual reality for digital twin learning and training: architecture and challenges (2022)Gamification and virtual real…Endorsing gamification pedagogy as a helpful strategy to offset the COVID-19 induced disruptions in tourism education (2021)Endorsing gamification pedago…Students’ perception of the impact of competences on learning: An analysis with business simulations (2019)Students’ perception of the i…Pros and cons gamification and gaming in classroom (2017)Pros and cons gamification an…Integration of Gamification Technology in Education (2016)Integration of Gamification T…Exploring Gamification Techniques and Applications for Sustainable Tourism (2015)Exploring Gamification Techni…Using problem-based learning to teach tourism management students (2012)Using problem-based learning …History of Problem-Based and Project-Based Learning (2007)History of Problem-Based and …Case Study Research: Design and Methods (1984)Qualitative research practice: a guide for social science students and researchers (2003)Case Studies and Theory Development in the Social Sciences (2005)‘Go with the flow’ for gamification and sustainability marketing (2021)Encyclopedia of Tourism Management and Marketing (2021)Gamification in tourism and hospitality research in the era of digital platforms: a systematic literature review (2021)Effectiveness of computer-based instruction: An updated analysis (1991)Crisis in the Kindergarten: Why Children Need to Play in School (2013)Motion Graphic Animation Videos to Improve the Learning Outcomes of Elementary School Students (2019)The Effect of Mobile Digital Content Applications Based on Gamification in the Development of Psychological Well-Being (2019)Exit for success. Gamifying science and technology for university students using escape-room. A preliminary approach (2020)The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)Gamification (2013)Gamification in Education (2017)A Bibliometric Analysis of Gamification Research (2021)The key elements of gamification in corporate training – The Delphi method (2021)Gamification in medical education: identifying and prioritizing key elements through Delphi method (2024)Design-based research and technology-enhanced learning environments (2005)What drives a successful e-Learning? An empirical investigation of the critical factors influencing learner satisfaction (2007)A systematic literature review of empirical evidence on computer games and serious games (2012)Gamification in E-Learning and Sustainability: A Theoretical Framework (2021)Does receiving knowledge catalyze creativity? A dyadic‐level contingency model of knowledge type and psychological closeness on knowledge elaboration (2023)Technological transformation in HRM through knowledge and training: Innovative business decision making (2024)Teaching For Quality Learning At University (1999)Effective Reflective Practice (2002)Learning to Teach in Higher Education (2003)Teaching and Learning in Tourism: The Case of Tourism Laboratory (2021)A Theory of Social Comparison Processes (1954)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Reflecting on reflexive thematic analysis (2019)Student-Led Live Broadcast Tour: An Elevated Learning Journey for Tourism Students (2024)The Anatomy of the Ideal Hotel Worker (2025)Metodologias Ativas no Ensino Superior de Turismo e Hotelaria (2026)Procedures for Performing Systematic Reviews (2004)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Gamification in theory and action: A survey (2014)Gamification in Education (2023)Using gamification to support learning in K‐12 education: A systematic literature review (2023)Exploring the impact of gamification on students’ academic performance: A comprehensive meta‐analysis of studies from the year 2008 to 2023 (2024)Science and Human Behavior (1953)School Engagement: Potential of the Concept, State of the Evidence (2004)Gamification is not Working: Why? (2024)A Motivational Science Perspective on the Role of Student Motivation in Learning and Teaching Contexts. (2003)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Gamification. using game-design elements in non-gaming contexts (2011)Gamification and Artificial Intelligence in Education: A Review of Innovative Approaches to Fostering Critical Thinking (2025)Identifying Opportunities for Collaborations in International Engineering Education Research on Problem- and Project-Based Learning (2010)Developing key competencies in sustainability through project-based learning in graduate sustainability programs (2021)The ınfluence of project-based STEM (PjbL-STEM) applications on the development of 21st century skills (2021)
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References

  • 2022Tailored gamification in education: A literature review and future agenda339 cited
  • 2015Exploring Gamification Techniques and Applications for Sustainable Tourism209 cited
  • 2007History of Problem-Based and Project-Based Learning139 cited
  • 2017Pros and cons gamification and gaming in classroom127 cited
  • 2016Integration of Gamification Technology in Education94 cited
  • 2022Gamification and virtual reality for digital twin learning and training: architecture and challenges69 cited
  • 2022Mechanism of gamification: Role of flow in the behavioral and emotional pathways of engagement in management education62 cited
  • 2021Endorsing gamification pedagogy as a helpful strategy to offset the COVID-19 induced disruptions in tourism education46 cited
  • 2019Students’ perception of the impact of competences on learning: An analysis with business simulations38 cited
  • 2012Using problem-based learning to teach tourism management students5 cited

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