Improving the Understanding of Supply Chain Interaction Through the Application of Business Games
暂无分享,去创建一个
Jannicke Baalsrud Hauge | Nils Meyer-Larsen | Rainer Müller | J. Hauge | Rainer Müller | N. Meyer-Larsen
[1] Elaine M. Raybourn,et al. Applying simulation experience design methods to creating serious game-based adaptive training systems , 2007, Interact. Comput..
[2] Jannicke Baalsrud Hauge,et al. Jannicke Baalsrud Hauge, Elizabeth Boyle, Igor Mayer, Rob Nadolski, Johann C. K. H. Riedel, Pablo Moreno-Ger, Francesco Bellotti, Theodore Lim, James Ritchie , 2013 .
[3] Valerie J. Shute,et al. Games, Learning, and Assessment , 2012 .
[4] C. Braziotis,et al. Building the extended enterprise : key collaboration factors , 2011 .
[5] Felix Hunecker. A generic process simulation‐model for educational simulations and serious games , 2009 .
[6] Uta Jüttner. Supply chain risk management: Understanding the business requirements from a practitioner perspective , 2005 .
[7] Klaus-Dieter Thoben,et al. User requirements analysis for educational games in manufacturing , 2006, 2006 IEEE International Technology Management Conference (ICE).
[8] David R. Michael,et al. Serious Games: Games That Educate, Train, and Inform , 2005 .
[9] Steven C. Gold,et al. Developments in Business Gaming , 2009 .
[10] David Thomas,et al. State of the art in supply chain risk management research: empirical and conceptual findings and a roadmap for the implementation in practice , 2010, Logistics Research.
[11] H. Peck. Drivers of supply chain vulnerability: an integrated framework , 2005 .
[12] James Paul Gee,et al. What video games have to teach us about learning and literacy , 2007, CIE.
[13] M. Barratt. Understanding the meaning of collaboration in the supply chain , 2004 .
[14] Susanne Bødker,et al. Creating Conditions for Participation: Conflicts and Resources in Systems Development , 1996, Hum. Comput. Interact..
[15] Albert Angehrn,et al. EagleRacing: Addressing Corporate Collaboration Challenges Thr ough an Online Simulation Game , 2009 .
[16] Marc Prensky,et al. Digital game-based learning , 2000, CIE.
[17] Alessandro De Gloria,et al. Designing Effective Serious Games: Opportunities and Challenges for Research , 2010, Int. J. Emerg. Technol. Learn..
[18] D. Waters. Supply Chain Risk Management: Vulnerability and Resilience in Logistics , 2007 .
[19] Ken Starkey,et al. The future of the business school: Knowledge challenges and opportunities , 2005 .
[20] L. B. Sørensen,et al. How risk and uncertainty is used in supply chain management: a literature study , 2005 .
[21] Francesco Bellotti,et al. User Assessment in Serious Games and Technology-Enhanced Learning , 2013, Adv. Hum. Comput. Interact..
[22] Alessandro De Gloria,et al. Mapping learning and game mechanics for serious games analysis , 2015, Br. J. Educ. Technol..
[23] M. Christopher,et al. Building the Resilient Supply Chain , 2004 .
[24] Barry W. Boehm,et al. A spiral model of software development and enhancement , 1986, Computer.
[25] F. Sahin,et al. A model of supply chain and supply chain decision‐making complexity , 2011 .