The transfer of cognitive skill
The transfer of cognitive skill
Profits: the false prophet in business gaming
Simulation and Gaming
The effectiveness of games for educational purposes: a review of recent research
Simulation and Gaming
Formal planning and the performance of business simulation teams
Simulation and Gaming
The effectiveness of business games in strategic management course work
Simulation and Gaming - Special issue: teaching strategic management
Teaching strategic management with a business game
Simulation and Gaming - Special issue: teaching strategic management
Business simulation games: current usage levels—an update
Simulation and Gaming - Special issue on a quarter century of Ken Jones
Simulation and Gaming - 30th anniversary issue, part 3
Purpose and learning benefits of simulations: a design and development perspective
Simulation and Gaming
Learning by Doing: A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in e-Learning and Other Educational Experiences
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This study investigates whether the processes associated with the use of business simulations can be structured to improve transfer of learning from the classroom environment to the workplace.The answer to this question is explored by investigating teaching methods used to introduce the simulation, the amount of time students spend on decisions, team decision-making characteristics, and student performance levels in the course. The results indicate that students have higher perceived transfer of learning when they learn the simulation by reading the student manual and from peers rather than from the instructor or from hands-on experience. Also, the results indicate that perceptions of time spent on strategic decisions, financial decisions, and student expectations of their final grade were related to perceived transfer of learning.