Learning with a strategic management simulation game: A case study

The International Journal of Management Education - Tập 13 - Trang 227-236 - 2015
Mark Loon1, Jason Evans2, Clive Kerridge3
1University of Worcester, Infirmary Walk, Castle Street, Worcester, Worcestershire WR1 3AS, United Kingdom
2Aston University, Aston Triangle, Birmingham B4 7ET, United Kingdom
3University of Gloucestershire, The Park, Cheltenham, Gloucestershire GL50 2RH, United Kingdom

Tài liệu tham khảo

Alavi, 1995, Using IT to reengineer business education: an exploratory investigation of collaborative telelearning, MIS Quarterly, 19, 293, 10.2307/249597 Aldrich, 2003 Aldrich, 2005 Arbaugh, 2008, Introduction: blended learning: research and practice, Academy of Management Learning & Education, 7, 130, 10.5465/amle.2008.31413870 Berge, 2002, Active, interactive, and reflective e-Learning, Quarterly Review of Distance Education, 3, 181 2006 Costabile, 2003, Evaluating the educational impact of a tutoring hypermedia for children, Information Technology in Childhood Education Annual, 2003, 289 Doh, 2009, Introduction: knowledge, learning, and impact, Academy of Management Learning & Education, 8, 70, 10.5465/amle.2009.37012180 Eisenhardt, 1989, Building theories from case study research, The Academy of Management Review, 14, 532, 10.2307/258557 Engeström, 1999 Facione, 2000, The disposition toward critical thinking: its character, measurement, and relationship to critical thinking skill, Informal Logic, 20, 61, 10.22329/il.v20i1.2254 Galvão, 2000 Garrison, 2008 Graham, 2013, Developing models and theory for blended learning research, Vol. 2 Gros, 2007, Digital games in education: the design of game-based learning, Journal of Research on Technology in Education, 40, 23, 10.1080/15391523.2007.10782494 Hoffman, 2006, A clicker for your thoughts: technology for active learning, New Library World, 107, 422, 10.1108/03074800610702606 Irani, 2007 Jonassen, 1988, Learning strategies in courseware, 151 Kolb, 2005, Learning styles and learning spaces: enhancing experiential learning in higher education, Academy of Management Learning & Education, 4, 193, 10.5465/amle.2005.17268566 Laffey, 2003, Supporting learning and behavior of at-risk young children: computers in urban education, Journal of Research on Technology in Education, 35, 423, 10.1080/15391523.2003.10782394 Lave, 1991 Lean, 2014, Enhancing the impact of online simulations through blended learning: a critical incident approach, Education + Training, 56, 208, 10.1108/ET-01-2013-0007 Leemkuil, 2012, Adaptive advice in learning with a computer-based knowledge management simulation game, Academy of Management Learning & Education, 11, 653, 10.5465/amle.2010.0141 Marsick, 2001, Informal and incidental learning, New Directions for Adult and Continuing Education, 89, 25, 10.1002/ace.5 Miles, 1994 Pellegrino, 1982, Analyzing aptitudes for learning: inductive reasoning, 269 Powell, 2000, Case-based teaching in homogeneous teacher education contexts: a study of preservice teachers' situative cognition, Teaching and Teacher Education, 16, 389, 10.1016/S0742-051X(99)00068-2 Prensky, 2001 Proserpio, 2007, Teaching the virtual generation, Academy of Management Learning & Education, 6, 69, 10.5465/amle.2007.24401703 Randel, 1992, The effectiveness of games for educational purposes: a review of recent research, Simulation & Gaming, 23, 261, 10.1177/1046878192233001 Reid, 2003, Supporting scientific discovery learning in a simulation environment, Journal of Computer Assisted Learning, 19, 9, 10.1046/j.0266-4909.2003.00002.x Reigeluth, 1983 Rosas, 2003, Beyond Nintendo: design and assessment of educational video games for first and second grade students, Computers & Education, 40, 71, 10.1016/S0360-1315(02)00099-4 Salas, 2009, Using simulation-based training to enhance management education, Academy of Management Learning & Education, 8, 559 Shaffer, 2005, Video games and the future of learning, Phi Delta Kappan, 87, 104, 10.1177/003172170508700205 Siemer, 1995 Teddlie, 2009 The Quality Assurance Agency for Higher Education, 2007 Venkatesh, 2000, A theoretical extension of the technology acceptance model: four longitudinal field studies, Management Science, 46, 186, 10.1287/mnsc.46.2.186.11926 Visser, 2007, Deutero-learning in organizations: a review and a reformulation, Academy of Management Review, 32, 659, 10.5465/amr.2007.24351883 Vogel, 2006, Computer gaming and interactive simulations for learning: a meta-analysis, Journal of Educational Computing Research, 34, 229, 10.2190/FLHV-K4WA-WPVQ-H0YM Vygotsky, 1978 Weiner, 1974 Wittrock, 1992, Generative learning process of the brain, Educational Psychologist, 27, 531, 10.1207/s15326985ep2704_8 Wu, 2012, Investigating the learning-theory foundations of game-based learning: a meta-analysis, Journal of Computer Assisted Learning, 28, 265, 10.1111/j.1365-2729.2011.00437.x Yin, 2009 Zantow, 2005, More than fun and games: reconsidering the virtues of strategic management simulations, Academy of Management Learning & Education, 4, 451, 10.5465/amle.2005.19086786