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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
Peterson, Mark – Marketing Education Review, 2014
Globalization is the most influential trend of the early twenty-first century. However, many students have had limited direct contact with cultures other than their own. The following teaching innovation targets such students to give them an experiential learning opportunity about the process of acculturation for expatriates. This is accomplished…
Descriptors: Foreign Students, Educational Innovation, Teaching Methods, Experiential Learning
Clarke, Theresa B.; Clarke, Irvine, III – Marketing Education Review, 2014
Despite an increase in ad spending and demand for employees with expertise in search engine optimization (SEO), methods for teaching this important marketing strategy have received little coverage in the literature. Using Bloom's cognitive goals hierarchy as a framework, this experiential assignment provides a process for educators who may be…
Descriptors: Foreign Countries, Marketing, College Students, Internet
Black, Gregory S.; Daughtrey, Clayton L.; Lewis, Jeffrey S. – Marketing Education Review, 2014
The main objective of this study was to investigate the impact of course design on marketing student outcomes by examining data gathered over several semesters from 563 undergraduate students enrolled in marketing classes at a major university. During this period of time, respondents were enrolled in one of four marketing courses, each of which…
Descriptors: Marketing, Courses, Curriculum Design, Outcomes of Education
Ashley, Christy – Marketing Education Review, 2013
An innovative project was designed for a retail management course to enhance critical thinking skills and provide hands-on learning about marketing strategy in an electronic retail context. Students created, promoted, and managed online stores using Zazzle.com, which retails user-generated designs, and analyzed the results of their efforts.…
Descriptors: Retailing, Business Administration Education, Experiential Learning, Marketing
Bacile, Todd J. – Marketing Education Review, 2013
This paper discusses a newly developed class project to aid students in their social media knowledge and experience. "The Klout Challenge" uses a social media influence metric from Klout.com to assess students' level of engagement with others through social media sites. This project produces multiple benefits for students. Students…
Descriptors: Social Networks, Marketing, Learner Engagement, Personnel Selection
Butler, Daniel D. – Marketing Education Review, 2012
A review of the marketing literature suggests that students develop personal marketing or sales plans to find their first job and subsequent career. Publishers are providing students access to online resources linked to career information. However, the person who knows most about a given career is the person who is working at that job on a daily…
Descriptors: Marketing, Careers, Information Seeking, Career Development
Milewicz, Chad – Marketing Education Review, 2012
The Commission Game is an experiment-based experiential learning activity designed to elicit students' sincere ethical decision making in an ambiguous sales context. The activity includes multiple relevant stakeholders as well as tangible, shared risk/reward elements. The activity's design encourages students to contemplate their own personal code…
Descriptors: Business Administration Education, Experiential Learning, Learning Activities, Ethics
Askim-Lovseth, Mary K.; O'Keefe, Timothy P. – Marketing Education Review, 2012
Businesses function within a cross-functional, integrative setting, and this necessitates providing a learning environment for students that is comparable to real-life work projects. Two upper-level university classes in marketing and information systems worked collaboratively with a snack food business to design and build a Web site based on a…
Descriptors: Educational Environment, School Business Relationship, Experiential Learning, Cooperative Learning
Newberry, Robert; Collins, Marianne K. – Marketing Education Review, 2012
Creating experiential learning opportunities that engage students, meet marketing curricula objectives, and fit the application in a traditional semester course is extremely challenging. This paper describes a role-playing simulation offered concurrently to the professional selling and sales management classes in which the selling students act as…
Descriptors: Recruitment, Personnel Selection, Role Playing, Simulation
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
Greene, Henry – Marketing Education Review, 2011
This paper describes an experiential learning activity designed for a New England university freshmen course, BUS101-Marketing First-Year Experience (FYE). The purpose of the activity is to teach basic principles of marketing, develop a general perspective of business, and provide FYE activities that facilitate the college transition. The specific…
Descriptors: Experiential Learning, Marketing, Learning Experience, College Freshmen
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

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