Planspiel-Literaturdatenbank des ZMS
Treffer: 12
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2019
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(2019) : Interpersonal Competitiveness in a Cohesive Team: Insights from a Business Simulation Game In: Wardaszko, Marcin: Simulation and Gaming: through times and across disciplines: Past and future - heritage and progress: ISAGA 50th Anniversary Conference Proceedings 2019: Warsaw: SpringerLink, S. 26-41
2014
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(2014) : The Impact to Business Simulations as a Teaching Method on Entrepreneuerial Competencies and Motivation - A Review of 10 Years of Evaluation Research in Entrepreneurship Education In: Kriz, Willy C.: The Shift from Teaching to Learning: Individual, Collective and Organizational Learning through Gaming Simulation: Bielefeld: W. Bertelsmann Verlag, S. 187-197
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(2014) : Using Gamification to Enhance Staff Motivation in Logistics In: Meijer, Sebastiaan; Smeds, Riitta (Hg.): Frontiers in Gaming Simulation: 44th International Simulation and Gaming Association Conference, Workshop on Experimental Interactive Learning in Industrial Management: ISAGA-Conference 2013: Stockholm, Heidelberg: Springer, S. 206-213
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(2014): Design-Based Research im Naturwissenschaftlichen Unterricht. Das motivationsfördernde Potenzial situierter Lernumgebungen im Fokus. In: Psychologie in Erziehung und Unterricht 61 (1). Online verfügbar unter https://www.researchgate.net/profile/maximilian_knogler/publication/262344949_design-based_research_im_naturwissenschaftlichen_unterricht._das_motivationsfrdernde_potenzial_situierter_lernumgebungen_im_fokusKeywords: vironment, Naturwissenschaft, Schule, situated, Wert, of, Education, Motivationsförderuenng, Lernumgebung, Design-based, science, value, Unterricht, Learning, Research, der, Motivation, naturwissenschaftlicher, Planspiel
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(2014) : What Makes Simulation Games Motivating?. Design-Based Research on Learners' Motivation in Simulation Gaming In: Kriz, Willy C.: The Shift from Teaching to Learning: Individual, Collective and Organizational Learning through Gaming Simulation: Bielefeld: W. Bertelsmann Verlag, S. 150-161
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Kriz, Willy C. (2014): The Shift from Teaching to Learning. Individual, Collective and Organizational Learning through Gaming Simulation. Bielefeld: W. Bertelsmann Verlag
Keywords: Proceedings, Konferenz, Evaluation, Logistik, Krisenmanagement, Debriefing, Partizipation, ISAGA, Design, Motivation, ManagementBeiträge zu diesem Sammelband:- Angelini, Garcia-Carbonell et al. 2014 – Student Perceptions of Gain
- Auchter, Kriz 2014 – The Impact to Business Simulations
- Azhari, Raghothama et al. 2014 – A Design and Implementation
- Bergmann 2014 – Flexible and User-Oriented Development
- Chasteen 2014 – Simulation for Strategy Courses
- Feng, Riedel 2014 – The Knowledge Creating Process
- Frank 2014 – The Instructor Role during Educational
- Geithner, Menzel et al. 2014 – Team processes in interdisciplinary projects
- Jakubowski 2014 – Designing Gamified Course for Students
- Junkichi 2014 – Using the Stakeholders Simulation Game
- Karl 2014 – Developing Market Analysis Models Based
- Kikkawa 2014 – Role of Play
- Kitani, Hasebe 2014 – The Influence of Formal Mindsets
- Knogler, Lewalter 2014 – What Makes Simulation Games Motivating
- Koops, Verheul et al. 2014 – Comparing Learning Gain and Flow
- Kurapati, Groen et al. 2014 – Microgames in Practice
- Lo, Meijer 2014 – The Debriefing of Research Games
- Mallon 2014 – Townlands: Designing an Online Game
- Mizuyama, Yamamiya 2014 – A Prototype Prediction Market Game
- Sakonnakron, Rizzi 2014 – Conceptualizing the Essential Role
- Tan 2014 – GamEducation
- Teach, Teach 2014 – Fundamentals of Game Design
- Tipton, Leigh 2014 – What Is Being Simulated
- Titton 2014 – The Relation Between Individual
- Toyoda, Kanegae et al. 2014 – Gaming Simulation for Community-Based Disaster
- Wardaszko 2014 – Hotel Stars
- Wechselberger 2014 – Genuine Guitars and Game Enjoyment
- Wolfe 2014 – Regulatory Focus Insights Into Business
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(2014) : Regulatory Focus Insights Into Business Game Engagement In: Kriz, Willy C.: The Shift from Teaching to Learning: Individual, Collective and Organizational Learning through Gaming Simulation: Bielefeld: W. Bertelsmann Verlag, S. 133-147
2010
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(2010): Unternehmensplanspiele im industriebetrieblichen Hochschulstudium. Analyse von Kompetenzerwerb, Motivation und Zufriedenheit am Beispiel des Unternehmensplanspiels TOPSIM-General Management II. 1. Hohenheim: Gabler
2009
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(2009) : Gameplay Design Patterns for Motivation In: Bagadonas, Eugenijus: Games: virtual worlds and reality: Selected Papers of ISAGA 2008: ISAGA-Conference 2008: Kaunas: Technologija, S. 169-172
2004
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(2004) : Intrinsic Motivation and Game Design In: Eberle, Thomas: Bridging the Gap: Bridging the gap: transforming knowledge into action through gaming and simulation: International Simulation and Gaming Association, Munich, 2004: ISAGA-Conference 2004: München: SAGSAGA, S. 354-362
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(2004) : Games, Motivation, and Adult Learners In: Eberle, Thomas: Bridging the Gap: Bridging the gap: transforming knowledge into action through gaming and simulation: International Simulation and Gaming Association, Munich, 2004: ISAGA-Conference 2004: München: SAGSAGA, S. 302-310
2003
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(2003): Simulationen. Mehr Motivation am "Lernort Wirklichkeit". In: Personalentwicklung (4). Online verfügbar unter fileadmin/Redaktion/Planspielplus/Literatur/2003/Rathert_2003_Simulationen.pdf
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