Learning Efficacy Among Executives and Students of an Organizational Growth Game

Author:

Weber-Sabil Jessika,Warmelink Harald,Martinisi Alessandro,Buijtenweg Thomas,Hutchinson Kevin,Mayer Igor Stefan

Publisher

Springer Singapore

Reference8 articles.

1. Almeida F (2017) Learning entrepreneurship with serious games – a classroom approach. Int Educ Appl Sci Res J 2(1):1–4. Retrieved from http://arxiv.org/abs/1710.04118

2. Hauge JB et al (2013) Field assessment of serious games for entrepreneurship in higher education. J Converg Inf Technol 8(13):1–12. http://www.globalcis.org/jcit/ppl/JCIT3944PPL.pdf

3. Jerman Blažič A, Džonova Jerman Blazic B (2015) Exploring and upgrading the educational business-game taxonomy. J Educ Comput Res 52(3):303–340. https://doi.org/10.1177/0735633115572959

4. Keys JB (1997) Strategic management games: a review. Simul Gaming 28(4):395–422. https://doi.org/10.1177/1046878197284005

5. Kriz WC (2017) Historical roots and new fruits of gaming and simulation. Simul Gaming 48(5):583–587. https://doi.org/10.1177/1046878117732845

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