Publisher
Springer International Publishing
Reference13 articles.
1. Auman, C. (2011). Using simulation games to increase student and instructor engagement. College Teaching, 59(4), 154–161. Retrieved March 26, 2021, from http://www.jstor.org/stable/41305132
2. Baker, D., Underwood, J., & Thakur, R. (2017). Factors contributing to cognitive absorption and grounded learning effectiveness in a competitive business marketing simulation. Marketing Education Review, 27(3), 127–140.
3. Concrete/Reflective/Abstract/Active – David Kolb. (n.d.). Retrieved March 22, 2021, from https://web.cortland.edu/andersmd/learning/kolb.htm
4. Cooke, L., & Williams, S. (2004). Two approaches to using client projects in the college classroom. Business Communication Quarterly, 67(2), 139–152.
5. Kolb, D. A. (1984). Experiential learning: Experience as the source of learning and development. Prentice-Hall.