External validity of business games
Simulation and Gaming
Why the best person rarely wins
Simulation and Gaming
Developing strategic management goal-setting skills
Simulation and Gaming
Evaluating computerized business simulators for objective learning validity
Simulation and Gaming
A random strategy criterion for validity of simulation game participation
Simulation and Gaming
The effectiveness of business games in strategic management course work
Simulation and Gaming - Special issue: teaching strategic management
Computerized general management games as strategic management learning environments
Simulation and Gaming - Special issue: teaching strategic management
Experiential learning and the effectiveness of economic simulation games
Simulation and Gaming
Simulation and Gaming - 30th anniversary issue, part 3
The changing nature of business simulation/gaming research: a brief history
Simulation and Gaming
An exploration of game-derived learning in total enterprise simulations
Simulation and Gaming - Symposium: medical and healthcare simulation, part 2
Simulation project success and failure: survey findings
Simulation and Gaming
The ABSEL Classicos Initiative
Simulation and Gaming
Unpacking the potential of educational gaming: A new tool for gaming research
Simulation and Gaming
Examining the societal impacts of nanotechnology through simulation: NANO SCENARIO
Simulation and Gaming
Putting Theory-Oriented Evaluation Into Practice
Simulation and Gaming
Business Simulations and Cognitive Learning
Simulation and Gaming
Assessment in Simulation and Gaming
Simulation and Gaming
A plug and play pathway approach for operations management games development
Computers & Education
Educational Validity of Business Gaming Simulation: A Research Methodology Framework
Simulation and Gaming
Facilitator, Researcher, Politician, Magician
Simulation and Gaming
The impact of a simulation game on operations management education
Computers & Education
Computers in Human Behavior
The values of college students in business simulation game: A means-end chain-approach
Computers & Education
Life Span as the Measure of Performance and Learning in a Business Gaming Simulation
Simulation and Gaming
An investigation of the use of simulation tools in management education
Proceedings of the Winter Simulation Conference
Proceedings of the Winter Simulation Conference
Assessment in and of serious games: an overview
Advances in Human-Computer Interaction - Special issue on User Assessment in Serious Games and Technology-Enhanced Learning
An Exploratory Taxonomy of Business Games
Simulation and Gaming
Formation of Novice Business Students' Mental Models Through Simulation Gaming
Simulation and Gaming
Evaluating the educational effectiveness of simulation games: A value generation model
Information Sciences: an International Journal
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This article focuses on the research and scholarship dealing with the assessment of the experiential approach in both its computer-based and human-based forms. It covers two forms of assessment. First it covers explicit attempts to assess the validity of experiential learning, and second it focuses on measuring the effectiveness of the experiential approach. The authors classify the literature on both validity and measurement into critiques and prescriptions for ideal research on one hand and empirical research studies on the other. The empirical research reviewed supports the notion that experiential learning is effective. However, the studies showing these results reflect a long-standing trend of not meeting the highest of research design and measurement standards. Thus, the authors believe any conclusion about the effectiveness of these teaching approaches must be tentative.