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Esther Sackett; Lisa M. Amoroso – Management Teaching Review, 2024
Challenged by COVID-19, we sought ways to increase engagement in the virtual classroom, capitalizing on a popular multiplayer game to teach persuasion to undergraduate students. In the game "Among Us[R]," players ("Crewmates") work together to repair their spaceship before it explodes while being attacked by other players…
Descriptors: Electronic Learning, Video Games, Computer Games, Game Based Learning
Caitlin E. Smith Sockbeson – Management Teaching Review, 2024
Throughout the COVID-19 pandemic, faculty have had to restructure classes to new formats, and expectations of flexibility may remain if and when the pandemic subsides. Quizizz[TM] is an online platform for quizzing and interactive lessons suitable for in-person, online, and hybrid/hyflex classes. Quizizz, which is available for free or with an…
Descriptors: Tests, Internet, Learner Engagement, Learning Modalities
Kriz, Tiffany D. – Management Teaching Review, 2022
Faculty and students alike can benefit from the use of educational technology, yet keeping up with the latest developments can pose a challenge for busy faculty. This article reviews one tool that could be used to facilitate teaching and learning in face-to-face, hybrid, or online courses. Acadly is an online platform and mobile application…
Descriptors: Learner Engagement, Electronic Learning, Integrated Learning Systems, Computer Software
Trinh, Mai P. – Management Teaching Review, 2022
Mobile app escape games are excellent tools to create an experiential learning process in online contexts. Through the act of solving puzzles to escape the rooms, students experience a process in which they need to discover new information and clues, adjust their strategies repeatedly, and become more aware of the way they learn. Their emotional…
Descriptors: Telecommunications, Handheld Devices, Computer Oriented Programs, Educational Technology
Wang, Jiunwen; Chia, Ivy – Management Teaching Review, 2022
There is a mass movement toward conducting classes online due to the coronavirus situation. The call for new ways to engage students in a synchronous online course is especially urgent. Given that most face-to-face classes in physical settings have been cancelled, it is imperative that instructors know how to engage students in online lessons so…
Descriptors: Learner Engagement, Computer Software, Synchronous Communication, Web Based Instruction
Plump, Carolyn M.; LaRosa, Julia – Management Teaching Review, 2017
Instructional games are gaining acceptance in the classroom as the eLearning merits of student engagement and immediate feedback are recognized. Within higher education, the use of these tools is often limited due to lack of time, insufficient experience, or doubts regarding the scholarly merits of such activities. Kahoot! is a popular eLearning…
Descriptors: Educational Technology, Educational Games, Electronic Learning, Learner Engagement
Cox, Pamela L. – Management Teaching Review, 2021
Research suggests that students today favor a collaborative learning style, short cases, and group activities over semester-long case studies, and they respond well to classroom activities characterized by the use of technology, entertainment, and excitement. Accordingly, this article presents an exercise designed using these types of activities…
Descriptors: Cognitive Style, Cooperative Learning, Undergraduate Students, Graduate Students
Makarius, Erin E. – Management Teaching Review, 2017
Edutainment, while seemingly a new and trending idea, is quite simply the combination of education and entertainment, or improving learning by making it more engaging. What began as a way to teach children concepts in a fun way (e.g., School House Rock) has evolved into an integration of technology, design, and academics (e.g., TED talks).…
Descriptors: Technology Uses in Education, Learning Experience, Educational Technology, Administrator Education