Creative Education

Creative Education

ISSN Print: 2151-4755
ISSN Online: 2151-4771
www.scirp.org/journal/ce
E-mail: ce@scirp.org
"Exploring Gamification in Management Education for Sustainable Development"
written by Per-Anders Langendahl, Matthew Cook, Cecilia Mark-Herbert,
published by Creative Education, Vol.8 No.14, 2017
has been cited by the following article(s):
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[1] Computer-based business games in higher education: A proposal of a gamified learning framework
Technological Forecasting and Social …, 2022
[2] Applying Game-Based Experiential Learning to Comprehensive Sustainable Development-Based Education
Sustainability, 2022
[3] Use of Alternative Methodologies in Veterinary Medicine Learning and Acceptance of Students
García, L Llobat - Education Sciences, 2022
[4] A Study on the Impact of Case Study-Based Teaching Pedagogy in Marketing Education: An Analytic Hierarchy Process Approach
… in Business: Causes, Conflicts, and Control, 2022
[5] The Influence of Gamification in Education: Possibilities, Regulation and Concerns
Methodologies and Intelligent Systems …, 2022
[6] Development of Gamified, Interactive, Low-Cost, Flexible Virtual Microbiology Labs That Promote Higher-Order Thinking during Pandemic Instruction
2021
[7] Future Opportunities for Using Gamification in Management Education
2021
[8] La metodología de Gamificación para el aprendizaje de historia de la educación española: investigación acción en la formación universitaria de docentes
2021
[9] Pedagogías innovadoras y gamificación: ISBN: 978-9942-8880-7-5
EDITORIAL …, 2021
[10] Gamification as a moderator for the impact of intrinsic motivation: Findings from a multigroup field experiment
2020
[11] Teaching Presence in Online Gamified Education for Sustainability Learning
2020
[12] Higher Education Students' Assessments towards Gamification and Sustainability: A Case Study
2020
[13] Can gamification help to improve education? Findings from a longitudinal study
2020
[14] TEACHING AND EDUCATION USE OF GAMIFICATION IN MATHEMATICS: A CASE STUDY AT A HIGH SCHOOL IN GUARATINGUETÁ-SP
[15] La actitud hacia el uso de la gamificación y su relación con la motivación y el rendimiento académico en estudiantes universitarios del primer ciclo de matemática de …
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