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Business Simulation Games for the Development of Decision Making: Systematic Review
16 references·0 citing·54 second hopsampled
Business Simulation Games for the Development of Decision Making: Systematic Review (2025)Business Simulation Games for the Develop…Learner Engagement in a Business Simulation Game: Impact on Higher-Order Thinking Skills (2022)Learner Engagement in a Busin…Game-based learning and students’ motivation in project management education (2022)Game-based learning and stude…Applying a business simulation game in a flipped classroom to enhance engagement, learning achievement, and higher-order thinking skills (2022)Applying a business simulatio…The Role of Simulation and Serious Games in Teaching Concepts on Circular Economy and Sustainable Energy (2021)The Role of Simulation and Se…The PRISMA 2020 statement: an updated guideline for reporting systematic reviews (2021)The PRISMA 2020 statement: an…Exploring the impact of 4IR on skills and personal qualities for future accountants: a proposed conceptual framework for university accounting education (2021)Exploring the impact of 4IR o…Using personalized learning as an instructional approach to motivate learners in online higher education: Learner self-determination and intrinsic motivation (2020)Using personalized learning a…Student interactions in online discussion forums: their perception on learning with business simulation games (2018)Student interactions in onlin…Education for sustainable development through business simulation games: An exploratory study of sustainability gamification and its effects on students' learning outcomes (2018)Education for sustainable dev…Preferred reporting items for systematic review and meta-analysis protocols (PRISMA-P) 2015 statement (2015)Preferred reporting items for…Business simulation games with and without supervision: An analysis based on the TAM model (2015)Business simulation games wit…An Overview of Serious Games (2014)An Overview of Serious GamesEnhancing Student Learning of Enterprise Integration and Business Process Orientation through an ERP Business Simulation Game (2011)Enhancing Student Learning of…Why Simulation Games Work-In Search of the Active Substance: A Synthesis (2010)Why Simulation Games Work-In …A comparative analysis of the learning styles of accounting students in the United Kingdom and South Africa (2009)A comparative analysis of the…Developments in Business Gaming (2008)Developments in Business Gami…Serious Games (1970)Serious Games: Games That Educate, Train, and Inform (2005)Fish’n’Steps: Encouraging Physical Activity with an Interactive Computer Game (2006)The Role of Serious Games, Gamification and Industry 4.0 Tools in the Education 4.0 Paradigm (2019)Designing Engaging Games for Education: A Systematic Literature Review on Game Motivators and Design Principles (2020)Serious Games and Gamification in Healthcare: A Meta-Review (2023)TRUST AND DISTRUST IN ORGANIZATIONS: Emerging Perspectives, Enduring Questions (1999)A Survey of Simulation Game Users, Former-Users, and Never-Users (2004)Management simulations: determining their effectiveness (2006)Serious games and learning effectiveness: The case of It’s a Deal! (2011)Serious games on environmental management (2016)Games, Motivation, and Learning: A Research and Practice Model (2002)Not by Genes Alone: How Culture Transformed Human Evolution (2006)Cultures and Organizations, Software of the mind. Intercultural Cooperation and Its Importance for survival (2010)the effects of active learning environments: how simulations trigger affective learning (2015)On Evaluating Social Learning Outcomes of Serious Games to Collaboratively Address Sustainability Problems: A Literature Review (2018)Questions Over Answers: Reflective Game Design (2018)The Measurement of Observer Agreement for Categorical Data (1977)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA Statement. (2009)The PRISMA Statement for Reporting Systematic Reviews and Meta-Analyses of Studies That Evaluate Health Care Interventions: Explanation and Elaboration (2009)The PRISMA 2020 statement: an updated guideline for reporting systematic reviews (2021)Developing Critical Thinkers (1989)Developing key competencies for sustainable development in higher education (2007)Real‐world learning opportunities in sustainability: from classroom into the real world (2010)‘Go with the flow’ for gamification and sustainability marketing (2021)Sustainability in engineering education: A review of learning outcomes (2021)Gamification in Education: Why, Where, When, and How?—A Systematic Review (2023)Mind in Society: The Development of Higher Psychological Processes (1978)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Using thematic analysis in psychology (2006)Learning Technology Models that Support Personalization within Blended Learning Environments in Higher Education (2020)The effectiveness of technology-facilitated personalized learning on learning achievements and learning perceptions: a meta-analysis (2022)Systematics review on artificial intelligence chatbots and ChatGPT for language learning and research from self-determination theory (SDT): what are the roles of teachers? (2024)Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)Global prevalence and burden of depressive and anxiety disorders in 204 countries and territories in 2020 due to the COVID-19 pandemic (2021)PRISMA 2020 explanation and elaboration: updated guidance and exemplars for reporting systematic reviews (2021)PRISMA-S: an extension to the PRISMA Statement for Reporting Literature Searches in Systematic Reviews (2021)Qualitative research: Methods in the social sciences (2006)Executive Perceptions of the Top 10 Soft Skills Needed in Today’s Workplace (2012)Challenges of education in the accounting profession in the Era 5.0: A systematic review (2023)Transformation of skills in the accounting field: the expectation–performance gap perceived by accounting students (2023)Demand for digital skills, skill gaps and graduate employability: Evidence from employers in Malaysia (2024)School Engagement: Potential of the Concept, State of the Evidence (2004)Flip Your Classroom: Reach Every Student in Every Class Every Day (2012)Handbook of Research on Student Engagement (2012)Fostering creative thinking skills to burst the effect of emotional intelligence on entrepreneurial skills (2022)Application of Business Simulation Games in Flipped Classrooms to Facilitate Student Engagement and Higher-Order Thinking Skills for Sustainable Learning Practices (2023)Effects of online peer assessment on higher‐order thinking: A meta‐analysis (2023)Qualitative Data Analysis: A Methods Sourcebook (1988)Active learning increases student performance in science, engineering, and mathematics (2014)Renaissance of project marketing: Avenues for the utilisation of digital tools (2023)Faith in Frames: Constructing a Digital Game‐Based Learning Framework for Religious Education (2024)How does gamification affect learning effectiveness? The mediating roles of engagement, satisfaction, and intrinsic motivation (2024)
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References

  • 2021The PRISMA 2020 statement: an updated guideline for reporting systematic reviews107,380 cited
  • 2015Preferred reporting items for systematic review and meta-analysis protocols (PRISMA-P) 2015 statement26,189 cited
  • 2014An Overview of Serious Games657 cited
  • 2020Using personalized learning as an instructional approach to motivate learners in online higher education: Learner self-determination and intrinsic motivation327 cited
  • 2008Developments in Business Gaming305 cited
  • 2018Education for sustainable development through business simulation games: An exploratory study of sustainability gamification and its effects on students' learning outcomes278 cited
  • 2021Exploring the impact of 4IR on skills and personal qualities for future accountants: a proposed conceptual framework for university accounting education235 cited
  • 2022Applying a business simulation game in a flipped classroom to enhance engagement, learning achievement, and higher-order thinking skills225 cited
  • 2010Why Simulation Games Work-In Search of the Active Substance: A Synthesis147 cited
  • 2022Game-based learning and students’ motivation in project management education124 cited
  • 2015Business simulation games with and without supervision: An analysis based on the TAM model113 cited
  • 2021The Role of Simulation and Serious Games in Teaching Concepts on Circular Economy and Sustainable Energy91 cited
  • 2009A comparative analysis of the learning styles of accounting students in the United Kingdom and South Africa

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68 cited
  • 2022Learner Engagement in a Business Simulation Game: Impact on Higher-Order Thinking Skills66 cited
  • 2011Enhancing Student Learning of Enterprise Integration and Business Process Orientation through an ERP Business Simulation Game65 cited
  • 2018Student interactions in online discussion forums: their perception on learning with business simulation games63 cited
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