Quellen
Abschnittsübersicht
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[1] Kolb, D. A. (1984). Experiential Learning: Experience as the Source of Learning and Development. Englewood Cliffs: Prentice Hall.
[2] Arnold, P., Kilian, L., & Thillosen, A. (2018). Handbuch E-Learning: Lehren und Lernen mit digitalen Medien. Bielefeld: Bertelsmann.
[3] Gredler, M. E. (2004). Games and simulations and their relationships to learning. Educational Technology Research and Development, 52(4), 571–582.
[4] Sterman, J. D. (1992). Teaching Takes Off: Flight Simulators for Management Education. OR/MS Today, 19(3), 40–44.
[5] Peters, V., & Vissers, G. (2004). A Simple Classification Model for Debriefing Simulation Games. Simulation & Gaming, 35(1), 70–84.
[6] Faria, A. J., Hutchinson, D., Wellington, W. J., & Gold, S. (2009). Developments in Business Gaming: A Review of the Past 40 Years. Simulation & Gaming, 40(4), 464–487.
[7] Vogel, J. J., Vogel, D. S., Cannon-Bowers, J., Bowers, C. A., Muse, K., & Wright, M. (2006). Computer Gaming and Interactive Simulations for Learning: A Meta-Analysis. Journal of Educational Computing Research, 34(3), 229–243.
[8] Hummel, Marian (2025). Digitale und digitalgestützte Planspiele: Innovationen, Chancen und Herausforderungen. [https://www.bpb.de/lernen/angebote/planspiele/562531/digitale-und-digitalgestuetzte-planspiele/]