Flipped classroom research and trends from different fields of study

Z Zainuddin, SH Halili - International review of research in open and …, 2016 - erudit.org
This paper aims to analyse the trends and contents of flipped classroom research based on
20 articles that report on flipped learning classroom initiatives from 2013–2015. The content …

Digital game-based learning in accounting and business education

J Carenys, S Moya - Accounting Education, 2016 - Taylor & Francis
This article presents a review of the accounting and business literature on digital game-
based learning (DGBL). The article classifies what is already settled in the literature about …

The impact of perceived enjoyment, perceived reciprocal benefits and knowledge power on students' knowledge sharing through Facebook

S Moghavvemi, M Sharabati, T Paramanathan… - … International Journal of …, 2017 - Elsevier
This study examined the relationship between perceived enjoyment, perceived reciprocal
benefits, perceived status, outcome expectation, and the power of knowledge, and how each …

Learning with a strategic management simulation game: A case study

M Loon, J Evans, C Kerridge - The International Journal of Management …, 2015 - Elsevier
The use of simulation games as a pedagogic method is well established though its effective
use is context-driven. This study adds to the increasing growing body of empirical evidence …

Practice-based wisdom theory for integrating institutional logics: A new model for social entrepreneurship learning and education

Y Zhu, D Rooney, N Phillips - Academy of Management Learning …, 2016 - journals.aom.org
We use a practice-based wisdom perspective to address the challenges of managing
competing logics in social enterprises. From previous work, it is clear that a major task for …

Evaluating the impact of serious games: the effect of gaming on entrepreneurial intent

R Newbery, J Lean, J Moizer - Information Technology & People, 2016 - emerald.com
Purpose Serious games are playing an increasingly significant role across a range of
educational contexts. Business focused serious games can provide students with an …

Exploring undergraduate nursing student interactions with virtual patients to develop 'non-technical skills' through case study methodology

M Peddle, M Bearman, L Mckenna, D Nestel - Advances in Simulation, 2019 - Springer
Background Virtual patients are a recent addition to the educational arsenal to develop non-
technical skills in undergraduate health professionals. The Virtual Simulated Patient …

Developing future managers through business simulation gaming in the UK and Hong Kong: exploring the interplay between cognitive realism, decision-making and …

J Lean, R Newbery, J Moizer, M Haddoud… - Internet Research, 2024 - emerald.com
Purpose This paper investigates how individuals' decision-making approach and
perceptions of a game's cognitive realism affect the performance of virtual businesses in a …

Is flipping effective? A meta-analysis of the effect of flipped instruction on K-12 students' academic achievement

G Zhu - Educational Technology Research and Development, 2021 - Springer
Currently, the research on the overall effect of flipped instruction on K-12 students' academic
achievement has been insufficient, especially across various subject areas and grade …

Cultural influences moderating learners' adoption of serious 3D games for managerial learning

H Siala, E Kutsch, S Jagger - Information Technology & People, 2020 - emerald.com
Purpose The purpose of this paper is to investigate whether learners from different cultures
adopt a serious 3D game to facilitate the learning of transferable managerial skills (ethics) …