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Using the markstrat business simulation to develop strategic management behaviours
11 references·0 citing·44 second hop
Using the markstrat business simulation to develop strategic management behaviours (2009)Using the markstrat business simulation t…A Handbook for Teaching and Learning in Higher Education (2014)A Handbook for Teaching and L…A Survey of Simulation Game Users, Former-Users, and Never-Users (2004)A Survey of Simulation Game U…Understanding Student Learning (2003)Understanding Student LearningUsing Marketing Simulations for Teaching and Learning (2002)Using Marketing Simulations f…The Role of ABSEL in the Development of Marketing Simulations in Collegiate Education (2001)The Role of ABSEL in the Deve…The Knowledge-creating company: How Japanese companies create the dynamics of innovation (1997)The Knowledge-creating compan…MARKSTRAT3: The Strategic Marketing Simulation (1997)MARKSTRAT3: The Strategic Mar…Large-Scale Simulation in Marketing Education (1993)Large-Scale Simulation in Mar…Observations of a Corporate Facilitator (1992)Observations of a Corporate F…The Role of Management Games and Simulations in Education and Research (1990)The Role of Management Games …Strategic studies in Markstrat (1987)Strategic studies in MarkstratOrganizational Learning: Observations Toward a Theory (1965)On Strategic Assumption-Making: A Dialectical Approach to Policy and Planning (1979)Activity-Driven Time in Computerized Gaming Simulations (1996)Real Markets in Computerized Top-Management Gaming Simulations Designed for Assessment (1997)Methods of Assigning Players to Teams: A Review and Novel Approach (2001)“Sticky Information” and the Locus of Problem Solving: Implications for Innovation (1994)Knowledge Management: An Organizational Capabilities Perspective (2001)Review : Knowledge Management and Knowledge Management Systems: Conceptual Foundations And Research Issues1,2 (2001)Absorptive Capacity: A Review, Reconceptualization, and Extension (2002)Experimental and Quasi-Experimental Designs for Research (1963)The Nature of Managerial Work (1974)On a Resurgence of Management Simulations and Games (1995)Organizational Learning: A Theory of Action Perspective (1997)Business Simulations and Cognitive Learning (2008)Complex Problem Solving (2014)Forms of Intellectual and Ethical Development in the College Years; A Scheme (1970)Experiential Learning : Experience as the Source of Learning and Development (1983)Information Technology‐based Innovation in International Marketing Education: An Exploration of Two Learning Environments (2009)Evolução do ensino de marketing: um breve histórico (2011)Constructing Effective Simulations of the European Union for Teaching: Realising the Potential (2013)The Value of Decision Making in a Complex Environment: An Experimental Approach (1981)Competitive Effects on Technology Diffusion (1986)Learning from strategic success and failure (1987)Entry Strategies and Market Performance Causal Modeling of a Business Simulation (1990)Marketing Decision Making and Decision Support: Challenges and Perspectives for Successful Marketing Management Support Systems (2010)Using the Weapons You Have: The Role of Resources and Competitor Orientation as Enablers and Inhibitors of Competitive Reaction to New Products (2010)The diffusion of innovations (1983)Innovation: The Attacker's Advantage (1987)The Use of Simulation Games in Marketing Classes: Is Simulation Performance Due to Luck or Skill? (1996)Interdisciplinary Teaching Combined with Computer-Based Simulation: A Descriptive Model (2000)Marketing management: analysis. planning. implementation and control (2000)Simulation and Role Playing in Music Industry Education: An Assessment of the Effectiveness of an In-Class Simulation on Music Marketing Students’ Perceptions and Learning Outcomes (2006)Basic Marketing Research (1988)Business Simulation Games: Current Usage Levels—An Update (1998)Simulations and games (2006)Developments in Business Gaming (2008)Applying a business simulation game in a flipped classroom to enhance engagement, learning achievement, and higher-order thinking skills (2022)A Replicable, Zero-Based Model for Marketing Curriculum Innovation (2007)Knowledge in the Marketplace: The Global Commodification of Teaching and Learning in Higher Education (2006)How do learners experience joint writing: University students' conceptions of online collaborative writing tasks and environments (2014)Penanaman nilai-nilai karakter terhadap peserta didik Melalui permainan congkak sebagai media pembelajaran (2018)Employability through the curriculum (2002)Reflecting on reflective practices within peer observation (2005)Students’ experiences of active engagement through cooperative learning activities in lectures (2011)
this work references cited by second hop

References

  • 1997The Knowledge-creating company: How Japanese companies create the dynamics of innovation13,156 cited
  • 1990The Role of Management Games and Simulations in Education and Research503 cited
  • 2014A Handbook for Teaching and Learning in Higher Education363 cited
  • 2004A Survey of Simulation Game Users, Former-Users, and Never-Users229 cited
  • 2003Understanding Student Learning128 cited
  • 1987Strategic studies in Markstrat29 cited
  • 2002Using Marketing Simulations for Teaching and Learning24 cited
  • 1993Large-Scale Simulation in Marketing Education22 cited
  • 1992Observations of a Corporate Facilitator21 cited
  • 1997MARKSTRAT3: The Strategic Marketing Simulation16 cited
  • 2001The Role of ABSEL in the Development of Marketing Simulations in Collegiate Education10 cited

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