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Nyenhuis, Robert; Gellers, Joshua C. – Journal of Political Science Education, 2023
This article describes the results of an experiential learning activity conducted at Cal Poly Pomona (CPP) and the University of North Florida (UNF). The activity formed the basis for an assignment required for class credit in a course titled "Politics of the Developing Areas" ("Politics of Developing Countries" at UNF). The…
Descriptors: Poverty, Experiential Learning, Educational Benefits, Learning Activities
Linwan Wu; Allyssa Andrews – Journal of Advertising Education, 2024
Programmatic advertising has come to dominate the landscape of digital media planning. To prepare ad majors for their future careers in the industry, it is essential to teach students programmatic buying and provide them with hands-on experience. In this article, the authors present their approach of integrating teaching programmatic buying into a…
Descriptors: Advertising, Professional Education, Teaching Methods, Purchasing
Hoffenson, Steven; Fay, Brendan – Advances in Engineering Education, 2021
In product design, there is often a disconnect between the engineers creating the product and the marketing team determining the best characteristics for the product. The research areas of "design for market systems" and "decision-based design" seek to bridge that disconnect through quantitative approaches that facilitate…
Descriptors: Engineering Education, Marketing, Decision Making, Design
Viswanathan, Madhu; Sreekumar, Arun; Duncan, Ronald; Cai, Sophy – Journal of Teaching in International Business, 2022
We describe lessons learned from one-and-a-half decades of global virtual immersion practices in subsistence marketplaces, and explore implications for international business teaching and learning in the post-pandemic world. Global virtual immersion refers to bottom-up learning experiences, typically in contexts much different than what we may be…
Descriptors: Empathy, Computer Simulation, Learning Processes, Distance Education
Billiot, Theresa; Forbes, Lukas P. – Journal of International Education in Business, 2021
Purpose: The purpose of this paper is to use Fink's (2013) taxonomy of significant learning in a retail marketing class to help rural, price-sensitive students develop empathy toward high-end urban customers while becoming self-directed learners. Design/methodology/approach: Using a 16-week pilot course, students developed a gaming prototype and…
Descriptors: Empathy, Learning Processes, Socioeconomic Status, Marketing