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Liu, Chiung-Lin – Interactive Learning Environments, 2017
This study used OpenTTD, a video game that supports in-depth experiential learning, to evaluate undergraduate students' opinions regarding supply chain and logistics management learning. The 101 undergraduate participants were assigned to either an experimental group or a control group. From the post-test questionnaires, the analytical results…
Descriptors: Undergraduate Students, Control Groups, Experimental Groups, Questionnaires
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Hodge, Laurin; Proudford, Karen L.; Holt, Harry, Jr. – Research in Higher Education Journal, 2014
Business educators have been challenged to provide a learning experience that prepares graduates to successfully compete in a dynamic business environment. The insistence on building demonstrable competencies prior to entering the workforce has led to a shift in the academic community. Experiential learning has gone from the uncommon, exceptional…
Descriptors: Experiential Learning, Relevance (Education), Business Administration Education, Undergraduate Study
Earl, Jason Scott – ProQuest LLC, 2012
The focal goal of this research was to extend the empirical effort on business simulations as a form of experiential learning by providing the first empirical analysis of business acumen and knowledge application skills. Disruptions in technology are providing more opportunities to improve the simulation gaming learning experience and a number of…
Descriptors: Experiential Learning, Control Groups, Experimental Groups, Administrators
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Drengson, Alan R. – Journal of Experiential Education, 1982
A mature understanding of the natural world requires experiential learning. Significant experience provides a constant source of values and understanding. Experiential learning is a holistic process, where conceptual, linguistic and perceptual elements are blended with direct impressions of the environment. Experiential knowing is not fixed but is…
Descriptors: Children, Cognitive Processes, Comprehension, Concept Formation