Science Research Management ›› 2021, Vol. 42 ›› Issue (7): 91-99.
Previous Articles Next Articles
Yang Hailong1,2, Guo Guoqing3, Zhang Xiaoliang4
Received:
2020-09-01
Revised:
2021-03-23
Online:
2021-07-20
Published:
2021-07-19
Contact:
zhang XiaoLiang
Yang Hailong, Guo Guoqing, Zhang Xiaoliang. A research on the influence of business simulation on creativity from the perspective of interaction[J]. Science Research Management, 2021, 42(7): 91-99.
[1] Valgeirsdottir D, Onarheim B. Studying creativity training programs: A methodological analysis[J]. Creativity & Innovation Management, 2017, 26(4):430-439. [2] Stolaki A, Economides A A. The creativity challenge game: An educational intervention for creativity enhancement with the integration of information and communication technologies[J]. Computers & Education, 2018, 123(8):195-211. [3] Salas E, Wildman J L, Piccolo R F. Using simulation-based training to enhance management education[J]. Academy of Management Learning & Education, 2009, 8(4):559-573.
[4] Shapira-Lishchinsky, Orly. Simulation-based constructivist approach for education leaders[J]. Education Management Administration & Leadership, 2015,43(6):972-988. [5] Buil I, Catalán S, Martínez E. Engagement in business simulation games: A self‐system model of motivational development[J]. British Journal of Educational Technology, 2020, 51(1):297-311. [6] Jagger S, Siala H, Sloan D. It’s all in the game: A 3D learning model for business ethics[J]. Journal of Business Ethics, 2016, 137(2):383-403. [7] Buil I, Catalán S, Martínez E. Exploring students’ flow experiences in business simulation games[J]. Journal of Computer Assisted Learning, 2018, 34(2):183-192. [8] Fitó-Bertran A, Hernandez-Lara A B, Serradell-Lopez E. Comparing student competences in a face-to-face and online business game[J]. Computers in Human Behavior, 2014, 30(1):452-459. [9] Fitó-Bertran A, Hernandez-Lara A B, Serradell-Lopez E. The effect of competences on learning results an educational experience with a business simulator[J]. Computers in Human Behavior, 2015, 51 (10):910-914. [10] Yang Y-T C. Virtual CEOs: A blended approach to digital gaming for enhancing higher order thinking and academic achievement among vocational high school students[J]. Computers & Education, 2015, 81(2):281-295. [11] 王贻芳,白云翔.发展国家重大科技基础设施引领国际科技创新[J].管理世界,2020,36(5):172-188. Wang Yifang, Bai Yunxiang. Developing mega-science facility to lead the innovation globally[J]. Management World,2020, 36(5):172-188. [12] 杨兵,刘柳,朱晓钢等.虚拟仿真实训系统学习行为意向影响因素研究[J].中国远程教育,2019,39(5):26-37. Yang Bing, Liu Liu, Zhu Xiaogang, et al. Factors influencing student behavioral intention to use corporate operation virtual simulation training system[J]. Distance Education in China, 2019, 39(5):26-37. [13] Earp J, Ott M, Popescu M, et al. Supporting human capital development with serious games: An analysis of three experiences[J]. Computers in Human Behavior, 2014, 30(1):715-720. [14] Prado M A, Arce R, Lopez L E, et al. Simulations versus case studies: Effectively teaching the premises of sustainable development in the classroom[J]. Journal of Business Ethics, 2020, 161(2):303-327. [15] Kent C, Laslo E, Rafaeli S. Interactivity in online discussions and learning outcomes[J]. Computers & Education, 2016, 97(6):116-128. [16] Amabile T M. The social psychology of creativity: A componential conceptualization[J]. Journal of Personality and Social Psychology, 1983, 45(2): 357-376. [17] Xu F Z, Wang Y. Enhancing employee innovation through customer engagement: The role of customer interactivity, employee affect, and motivations[J]. Journal of Hospitality & Tourism Research, 2020, 44(2):351-376. [18]曾江洪,黄向荣,吴号.众筹中主体互动、价值共创与产品创新[J].科研管理,2019, 40(11):226-235. Zeng Jianghong, Huang Xiangrong, Wu Hao. Actor interaction, value co-creation and product innovation in crowdfunding[J]. Science Research Management, 2019, 40(11):226-235. [19] Lohmann G, Pratt M A, Benckendorff P, et al. Online business simulations: authentic teamwork, learning outcomes, and satisfaction[J]. Higher Education, 2019,77(6):455-472. [20] Zhu Y Q, Gardner D G, Chen H G. Relationships between work team climate, individual motivation, and creativity[J]. Journal of Management, 2018, 44(5):2094-2115. [21] 冯蛟,罗文豪,徐奇等.领导者-员工关系类型及对员工创新行为的影响[J].管理科学,2019,32(5):60-74. Feng Jiao, Luo Wenhao, Xuqi, et al. Types of leader-employee relationship and its influence on employees’ innovative behavior[J]. Journal of Management Science, 2019, 32(5):60-74. [22] Mitchell M S, Baer M D, Ambrose M L, et al. Cheating under pressure: A self-protection model of workplace cheating behavior[J]. Journal of Applied Psychology, 2018, 103(1):54-73. [23]刘淑桢,叶龙,郭名.工作不安全感如何成为创新行为的助推力——基于压力认知评价理论的研究[J].经济管理, 2019, 40(11):126-140. Liu Shuzhen, Yelong, Guoming. How does job insecurity become the driving force of innovative behavior? Based on the transactional theory of stress[J]. Business Management Journal, 2019, 40(11):126-140. [24] Gutnick D, Walter F, Nijstad B A, et al. Creative performance under pressure: An integrative conceptual framework[J]. Organizational Psychology Review, 2012, 2(3), 189-207. [25] Csikszentmihalyi M. Beyond boredom and anxiety[M]. San Francisco:Jossey-Bass, 2003. [26] Csikszentmihalyi M, LeFevre J. Optimal experience in work and leisure[J]. Journal of Personality and Social Psychology, 1989, 56(5):815-826. [27] Pham L B, Taylor S E. From Thought to action: Effects of process-versus outcome-based mental simulations on performance[J]. Personality and Social Psychology Bulletin, 1999, 25(2):250-260. [28] 李宝珠,魏少木.广告诉求形式对产品反馈的影响作用:基于眼动的证据[J].心理学报,2018, 50(1):69-81. Li Baozhu, Wei Shaomu. The effect of presentation format for consumer responses: Evidence from eye movements[J]. Acta Psychologica Sinica, 2018, 50(1):69-81. [29] Krishna A, Schwarz N. Sensory marketing, embodiment, and grounded cognition: A review and introduction[J]. Journal of Consumer Psychology, 2014, 24(2):159-168. [30] Cinelli M D, Leboeuf R A. Keeping it real: How perceived brand authenticity affects product perceptions[J]. Journal of Consumer Psychology, 2020, 30(1):40-59. [31] 赵西亮.基本有用的计量经济学[M].北京:北京大学出版社,2017. Zhao Xiliang. Mostly useful science of econometrics[M]. Beijing: Peking University Press,2017. [32] 翟雪松,董艳,詹巧巧.形塑学习教学环境下大学生创新能力影响机制研究[J]. 远程教育杂志, 2017, 23(3):40-47. Zhai Xuesong, Dong Yan, Zhan Qiaoqiao. Investigating the driving mechanism of learners’ creativity in the context of solid learning model[J]. Journal of Distance Education, 2017, 23(3):40-47. [33] Berger A, Schlager T, Sprott D E, et al. Gamified interactions: whether, when, and how games facilitate self–brand connections[J]. Journal of the Academy of Marketing Science, 2018, 46(2): 652-673. [34] 王海忠,闫怡.顾客参与新产品构思对消费者自我-品牌联结的正面溢出效应研究[J].南开管理评论, 2018, 31(1):132-145. Wang Haizhoong, Yan Yi. The positive spillover effect of customer’s participation in new product idea brainstorming on self-brand connection: The mediation role of mental simulation[J]. Nankai Business Review, 2018, 31(1):132-145. [35] Sung H Y, Hwang G J, Yen Y F. Development of a contextual decision-making game for improving students' learning performance in a health education course[J]. Computers & Education, 2015, 82(3), 179-190. |
Viewed | ||||||
Full text |
|
|||||
Abstract |
|
|||||