The Impact of collective Pre-game Organization in the perceived Experience of Digital Management Simulations in Higher Education
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- Xi, Nannan & Hamari, Juho, 2019. "Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction," International Journal of Information Management, Elsevier, vol. 46(C), pages 210-221.
- Allal-Chérif, Oihab & Makhlouf, Mohamed, 2016. "Using serious games to manage knowledge: The SECI model perspective," Journal of Business Research, Elsevier, vol. 69(5), pages 1539-1543.
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Keywords
digital simulation game experience pre-game preparation team organisation pregame preparation team organization educational outcomes management education; digital simulation; game experience; pre-game preparation; team organisation; pregame preparation; team organization; educational outcomes; management education;All these keywords.
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