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Showing all 13 results
Faulds, David J.; Mangold, W. Glynn – Marketing Education Review, 2014
This paper describes the process used and experiences gained in developing a social media and marketing course. As the first known paper on this topic appearing in the marketing education literature, the paper provides educators with a framework for developing similar courses. The course was developed using a sound instructional design model, the…
Descriptors: Marketing, Business Administration Education, Internet, Social Networks
Wilson, Theresa – Marketing Education Review, 2014
An active learning class exercise is presented that gives students the personal experience of the decision-making limitations of mental models. This innovative exercise was shown to increase student learning through greater understanding of the concept and higher retention of knowledge. The results suggest that student critical thinking skills…
Descriptors: Active Learning, Class Activities, Decision Making, Schemata (Cognition)
Lee, Seung Hwan; Hoffman, K. Douglas – Marketing Education Review, 2014
Based on the popular television show the "Iron Chef," an innovative marketing activity called the "Iron Inventor" is introduced. Using the creative problem-solving approach and active learning techniques, the Iron Inventor facilitates student learning pertaining to the step-by-step processes of creating a new product and…
Descriptors: Creative Thinking, Creativity, Problem Solving, Marketing
Peterson, Robert M.; Dover, Howard F. – Marketing Education Review, 2014
Networking is a chance to interact with people, build friendships or business partners, identify opportunities, and create value. Technology has made this process easier, since individuals can readily contact others who were previously unknown. In the professional world, LinkedIn has become the standard way to build virtual and personal networks.…
Descriptors: Social Networks, Class Activities, Interpersonal Competence, Skill Development
Hall, Susan E. – Marketing Education Review, 2014
Achieving student learning outcomes in a "gamelike" environment allows students to connect real-world activities to marketing and business concepts presented in a relevant and authentic manner. The innovative game, Barracuda Cove Investment Game, can be incorporated into any marketing-related course that would require a marketing or…
Descriptors: Educational Games, Relevance (Education), Marketing, Business Administration Education
Schlee, Regina Pefanis; Harich, Katrin R. – Marketing Education Review, 2013
This research is based on two studies that focus on teaching students how to integrate and assess social networking tools in marketing communications. Study 1 examines how students in marketing classes utilize social networking tools and explores their attitudes regarding the use of such tools for marketing communications. Study 2 focuses on an…
Descriptors: Social Networks, Marketing, Communications, College Students
Buff, Cheryl L.; O'Connor, Suzanne – Marketing Education Review, 2012
This paper describes the design, implementation, and evaluation of a marketing career speed networking event held during class time in two sections of the consumer behavior class. The event was coordinated through a partnering effort with marketing faculty and the college's Career Center. A total of 57 students participated in the event, providing…
Descriptors: Consumer Economics, Behavioral Sciences, Marketing, Employment Opportunities
Love, Edwin; Stone, Donn E.; Wilton, Taine – Marketing Education Review, 2011
Thanks in part to groundbreaking work by companies such as Apple and IDEO, there has been growing interest in design as a way to improve the odds of new product success. This paper describes a user-centered design workshop developed for a new product marketing course. The workshop included exercises designed to explain and illustrate the…
Descriptors: Marketing, Workshops, Design, Usability
Williams, Jacqueline A.; Dobie, Kathryn – Marketing Education Review, 2011
Electronic reverse auctions are increasingly being used by firms to improve firm financial and operational performance. The described teaching innovation serves as a model for introducing electronic reverse auctions as a central element in a comprehensive negotiation exercise involving sales management and purchasing management students. Results…
Descriptors: Learner Engagement, Classroom Techniques, Purchasing, Instructional Innovation
Scovotti, Carol; Spiller, Lisa D. – Marketing Education Review, 2011
Globalization has prompted businesses to adopt burgeoning technologies that support the efforts of distributed teams. This project unites students from geographically dispersed master's-level programs on two continents. Using videoconferencing, virtual workspace, telephone, and e-mail, MBA students at a U.S. university teamed with students from…
Descriptors: Foreign Countries, Business Administration Education, Marketing, Graduate Students
Grau, Stacy Landreth; Akin, Robert – Marketing Education Review, 2011
As educators, we have two missions. First, we must serve our students--they are both our customer and our product. Second, we aim to provide the market in general with graduates with relevant skills and knowledge for jobs that have not even been created yet. Given that most students graduating and moving into the workplace are not necessarily…
Descriptors: Learner Engagement, Majors (Students), Experiential Learning, Marketing
Drake-Bridges, Erin; Strelzoff, Andrew; Sulbaran, Tulio – Marketing Education Review, 2011
This paper explores the use of simulations in virtual reality to teach students the fundamental processes behind retailing and product development. The project described involved one class of students who developed their own clothing lines of "virtual merchandise." A second class of students then "purchased" the wholesale virtual goods and…
Descriptors: Retailing, Clothing, Cooperative Learning, Student Projects
Eastman, Jacqueline K.; Iyer, Rajesh; Eastman, Kevin L. – Marketing Education Review, 2011
In this paper, we measure the impact of interactive technology on student satisfaction and find support for the hypothesis that students who find a class is more interesting because of the use of interactive technology will be more satisfied with the course. The results also support the hypothesis that if students like the course, they will be…
Descriptors: Consumer Economics, Satisfaction, Course Evaluation, Interaction

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