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Subjects: Student engagement; Gamification; Flipped classrooms
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Source:
Marketing Education Review. Spring2022, Vol. 32 Issue 1, p45-53. 9p. 2 Charts, 1 Graph.
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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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Source:
Marketing Education Review; Summer2019, Vol. 29 Issue 2, p107-112, 6p, 1 Chart
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Marketing Education Review; Winter2022, Vol. 32 Issue 4, p329-341, 13p, 1 Diagram, 3 Charts
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Marketing Education Review; Fall2022, Vol. 32 Issue 3, p240-254, 15p, 1 Diagram, 4 Charts
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Source:
Marketing Education Review; Spring2022, Vol. 32 Issue 1, p33-44, 12p, 1 Diagram, 4 Charts
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Source:
Marketing Education Review; Summer2022, Vol. 32 Issue 2, p105-112, 8p, 1 Diagram
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Source:
Marketing Education Review. Sep2022, p1-13. 13p. 1 Illustration, 5 Charts.
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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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Source:
Marketing Education Review; Spring2022, Vol. 32 Issue 1, p1-2, 2p
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Source:
Marketing Education Review. Feb2023, p1-7. 7p. 2 Illustrations.
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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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Source:
Marketing Education Review; Spring2015, Vol. 25 Issue 1, p53-57, 5p, 2 Charts, 1 Graph
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