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Academic Journal

DO POINTS MATTER? THE EFFECTS OF GAMIFICATION ACTIVITIES WITH AND WITHOUT POINTS ON STUDENT LEARNING AND ENGAGEMENT.

Subjects: Student engagement; Gamification; Flipped classrooms

  • Source: Marketing Education Review. Spring2022, Vol. 32 Issue 1, p45-53. 9p. 2 Charts, 1 Graph.

  • Abstract: Instructor use of online gamification techniques using platforms such as Kahoot has been increasing in recent years. Prior research has found ...

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Academic Journal

IMPROVING INFORMATION LITERACY THROUGH GAMIFICATION: FANTASY BRAND LEAGUES.

  • Source: Marketing Education Review; Summer2019, Vol. 29 Issue 2, p107-112, 6p, 1 Chart

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Academic Journal

FACULTY ONLINE COMPETENCE AND STUDENT AFFECTIVE ENGAGEMENT IN ONLINE LEARNING.

  • Source: Marketing Education Review; Fall2022, Vol. 32 Issue 3, p240-254, 15p, 1 Diagram, 4 Charts

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Academic Journal

LEARNING STYLES IN GROUP COMPOSITION: EVIDENCE FROM A MARKETING SIMULATION.

  • Source: Marketing Education Review; Spring2022, Vol. 32 Issue 1, p33-44, 12p, 1 Diagram, 4 Charts

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Academic Journal

GIVING GENERATION "Z" MARKETING STUDENTS A "VOICE".

  • Source: Marketing Education Review; Summer2022, Vol. 32 Issue 2, p105-112, 8p, 1 Diagram

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Academic Journal

STUDENTS’ RECALLED DESIRABILITY OF USING GAME-BASED STUDENT RESPONSE SYSTEMS (GSRSS): a USER EXPERIENCE (UX) PERSPECTIVE.

  • Source: Marketing Education Review. Sep2022, p1-13. 13p. 1 Illustration, 5 Charts.

  • Abstract: GSRSs are known to positively influence students’ learning behaviors and in-class participation. Kahoot! is one of the GSRSs widely adopted in ...

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Academic Journal

EDITORIAL.

  • Source: Marketing Education Review; Spring2022, Vol. 32 Issue 1, p1-2, 2p

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Academic Journal

CHOOSE-YOUR-OWN ADVENTURE IN MARKETING EDUCATION: EMPOWERING STUDENTS TO INCREASE ENGAGEMENT AND RIGOR THROUGH MASS CUSTOMIZATION.

  • Source: Marketing Education Review. Feb2023, p1-7. 7p. 2 Illustrations.

  • Abstract: The landscape of student tolerance for ambiguity and engagement, both in and out of the classroom, has changed markedly in recently years. Technology is simultaneously ...

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Academic Journal

ADDING BADGING TO A MARKETING SIMULATION TO INCREASE MOTIVATION TO LEARN.

  • Source: Marketing Education Review; Spring2015, Vol. 25 Issue 1, p53-57, 5p, 2 Charts, 1 Graph

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  • 1-10 of  34 results for "Gamification in learning"