Challenges of Serious Games for Improving Students’ Management Skills on Decision Making
暂无分享,去创建一个
[1] G. A. Miller. THE PSYCHOLOGICAL REVIEW THE MAGICAL NUMBER SEVEN, PLUS OR MINUS TWO: SOME LIMITS ON OUR CAPACITY FOR PROCESSING INFORMATION 1 , 1956 .
[2] Robert T. Hays,et al. Simulation Fidelity in Training System Design: Bridging the Gap Between Reality and Training , 1988 .
[3] D. Sterman,et al. Misperceptions of Feedback in a Dynamic Decision Making Experiment , 1989 .
[4] Robert T. Hays,et al. Simulation Fidelity in Training System Design , 1989 .
[5] Frank Fuchs-Kittowski,et al. Synchrone Telekooperation als Baustein für virtuelle Unternehmen: Schlußfolgerungen aus einer empirischen Untersuchung , 1998, D-CSCW.
[6] Gilbert Probst,et al. Organisationales Lernen : Wettbewerbsvorteil der Zukunft , 1998 .
[7] David Crookall,et al. Developing a Scientific Knowledge of Simulation/Gaming , 1998 .
[8] Kim Warren,et al. The effective communication of system dynamics to improve insight and learning in management education , 1999, J. Oper. Res. Soc..
[9] Gerrit Kaschuba. "... und dann kann Gender laufen?" Geschlechterverhältnisse in der Weiterbildung: Entwicklung von Qualitätskriterien für Prozesse geschlechtergerechter Bildungsarbeit , 2001 .
[10] H. Wiendahl,et al. Production in Networks , 2002 .
[11] August-Wilhelm Scheer,et al. Geschäftsprozessmanagement – The 2nd wave , 2002 .
[12] Ingrid Hunt,et al. Survey of manufacturing curricula from around the world , 2004 .
[13] Diana G. Oblinger,et al. The Next Generation of Educational Engagement , 2004 .
[14] Leonard A. Annetta,et al. Serious Games: Incorporating Video Games in the Classroom. , 2006 .
[15] B. Francis,et al. Gender and Lifelong Learning , 2006 .
[16] A. Rogers. Lifelong learning and the absence of gender , 2006 .
[17] Michele D. Dickey. Game design and learning: a conjectural analysis of how massively multiple online role-playing games (MMORPGs) foster intrinsic motivation , 2007 .
[18] C. Klimmt. Die Nutzung von Computerspielen , 2008 .