Games and gamification in business school courses: Experiential education that creates engagement and flow
dc.contributor.author | Beatty, Joy E. | |
dc.contributor.author | Chen, Yi‐su | |
dc.contributor.author | Klein, Barbara D. | |
dc.date.accessioned | 2021-08-03T18:14:47Z | |
dc.date.available | 2022-08-03 14:14:46 | en |
dc.date.available | 2021-08-03T18:14:47Z | |
dc.date.issued | 2021-07 | |
dc.identifier.citation | Beatty, 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.issn | 1540-4595 | |
dc.identifier.issn | 1540-4609 | |
dc.identifier.uri | https://hdl.handle.net/2027.42/168457 | |
dc.publisher | Wiley Periodicals, Inc. | |
dc.publisher | Viking Press | |
dc.title | Games and gamification in business school courses: Experiential education that creates engagement and flow | |
dc.type | Article | |
dc.rights.robots | IndexNoFollow | |
dc.subject.hlbsecondlevel | Education | |
dc.subject.hlbtoplevel | Social Sciences | |
dc.description.peerreviewed | Peer Reviewed | |
dc.description.bitstreamurl | http://deepblue.lib.umich.edu/bitstream/2027.42/168457/1/dsji12250_am.pdf | |
dc.description.bitstreamurl | http://deepblue.lib.umich.edu/bitstream/2027.42/168457/2/dsji12250.pdf | |
dc.identifier.doi | 10.1111/dsji.12250 | |
dc.identifier.source | Decision Sciences Journal of Innovative Education | |
dc.identifier.citedreference | Tsekleves, 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.citedreference | Vlachopoulos, 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.citedreference | Abt, C. ( 1970 ) Serious games. New York: Viking Press. | |
dc.identifier.citedreference | Connolly, 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.citedreference | Czikszentmihalyi, M. ( 1990 ) Flow: The psychology of optimum experience. New York: Harper & Row. | |
dc.identifier.citedreference | Dicheva, 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.citedreference | Kapp, 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.citedreference | Sauvé, 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.doi | NO | en |
dc.owningcollname | Interdisciplinary and Peer-Reviewed |
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