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Games and gamification in business school courses: Experiential education that creates engagement and flow

dc.contributor.authorBeatty, Joy E.
dc.contributor.authorChen, Yi‐su
dc.contributor.authorKlein, Barbara D.
dc.date.accessioned2021-08-03T18:14:47Z
dc.date.available2022-08-03 14:14:46en
dc.date.available2021-08-03T18:14:47Z
dc.date.issued2021-07
dc.identifier.citationBeatty, Joy E.; Chen, Yi‐su ; Klein, Barbara D. (2021). "Games and gamification in business school courses: Experiential education that creates engagement and flow." Decision Sciences Journal of Innovative Education 19(3): 170-172.
dc.identifier.issn1540-4595
dc.identifier.issn1540-4609
dc.identifier.urihttps://hdl.handle.net/2027.42/168457
dc.publisherWiley Periodicals, Inc.
dc.publisherViking Press
dc.titleGames and gamification in business school courses: Experiential education that creates engagement and flow
dc.typeArticle
dc.rights.robotsIndexNoFollow
dc.subject.hlbsecondlevelEducation
dc.subject.hlbtoplevelSocial Sciences
dc.description.peerreviewedPeer Reviewed
dc.description.bitstreamurlhttp://deepblue.lib.umich.edu/bitstream/2027.42/168457/1/dsji12250_am.pdf
dc.description.bitstreamurlhttp://deepblue.lib.umich.edu/bitstream/2027.42/168457/2/dsji12250.pdf
dc.identifier.doi10.1111/dsji.12250
dc.identifier.sourceDecision Sciences Journal of Innovative Education
dc.identifier.citedreferenceTsekleves, E., Cosmas, J. & Aggoun, A. ( 2016 ) Benefits, barriers and guideline recommendations for the implementation of serious games in education for stakeholders and policymakers. British Journal of Educational Technology, 47 ( 1 ), 164 - 183. https://doi.org/10.1111/bjet.12223
dc.identifier.citedreferenceVlachopoulos, D. & Makri, A. ( 2017 ) The effect of games and simulations on higher education: A systematic literature review. International Journal of Educational Technology in Higher Education, 14 ( 1 ). https://doi.org/10.1186/s41239- 017- 0062- 1
dc.identifier.citedreferenceAbt, C. ( 1970 ) Serious games. New York: Viking Press.
dc.identifier.citedreferenceConnolly, T.M., Boyle, E.A., MacArthur, E., Hainey, T. & Boyle, J.M. ( 2012 ) A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59, 661 - 686.
dc.identifier.citedreferenceCzikszentmihalyi, M. ( 1990 ) Flow: The psychology of optimum experience. New York: Harper & Row.
dc.identifier.citedreferenceDicheva, D., Dichev, C., Agre, G. & Angelova, G. ( 2015 ) Gamification in education: A systematic mapping study. Educational Technology and Society, 18 ( 3 ), 75 - 88.
dc.identifier.citedreferenceKapp, K.M. ( 2012 ) The gamification of learning and instruction: Game- based methods and strategies for training and education. San Francisco, CA: John Wiley & Sons.
dc.identifier.citedreferenceSauvé, L., Renaud, L., Kaufman, D. & Marquis, J. ( 2007 ) Distinguishing between games and simulations: A systematic reviedw. Educational Technology and Society, 10 ( 3 ), 247 - 256.
dc.working.doiNOen
dc.owningcollnameInterdisciplinary and Peer-Reviewed


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