This study explored different antecedents and their relationship to simulation performance when the game was played in teams versus played by individuals. The method was for two sections of undergraduates to play a simulation in teams and two others in the same course in the same university play much of the game as individuals. The results showed that university GPA and academic major predicted performance for individual players but not for teams while carefully choosing teammates varied with performance for teams but not for individuals
A plethora of research has examined video games in the context of training and violence. However, li...
Historically, group performance scores of total enterprise (TE) gaming simulations administered as g...
Studies of team performance in business simulations have not investigated the effect of a “star memb...
The performance of student teams in a simulation competition and student attitudes towards the simul...
The performance of individual students was examined to determine if predictions can be made as to ho...
This paper reports empirical findings of a study of undergraduate business students involved in tota...
This paper reports empirical findings of a study of undergraduate business students involved in tota...
This study attempted to identify variables that correlate with learning in simulations. The research...
This paper examines the relationship between predictor and performance variables in a typical comput...
It appears to be quite generally accepted that when using simulations or games in the classroom, the...
The present study is a replication of an earlier study by Wellington, Faria and Whiteley (1997) that...
Many business games involve small groups of participants who work as teams to solve business-related...
A plethora of research has examined video games in the context of training and violence. However, li...
This experimental study compared college students performance (individual vs. group) in a virtual ga...
This study examined relationships between participation and performance within a team and performanc...
A plethora of research has examined video games in the context of training and violence. However, li...
Historically, group performance scores of total enterprise (TE) gaming simulations administered as g...
Studies of team performance in business simulations have not investigated the effect of a “star memb...
The performance of student teams in a simulation competition and student attitudes towards the simul...
The performance of individual students was examined to determine if predictions can be made as to ho...
This paper reports empirical findings of a study of undergraduate business students involved in tota...
This paper reports empirical findings of a study of undergraduate business students involved in tota...
This study attempted to identify variables that correlate with learning in simulations. The research...
This paper examines the relationship between predictor and performance variables in a typical comput...
It appears to be quite generally accepted that when using simulations or games in the classroom, the...
The present study is a replication of an earlier study by Wellington, Faria and Whiteley (1997) that...
Many business games involve small groups of participants who work as teams to solve business-related...
A plethora of research has examined video games in the context of training and violence. However, li...
This experimental study compared college students performance (individual vs. group) in a virtual ga...
This study examined relationships between participation and performance within a team and performanc...
A plethora of research has examined video games in the context of training and violence. However, li...
Historically, group performance scores of total enterprise (TE) gaming simulations administered as g...
Studies of team performance in business simulations have not investigated the effect of a “star memb...