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David Tomczyk; Atul Teckchandani – Management Teaching Review, 2025
Despite the many theories supporting experiential learning, there is little guidance on how to design effective experiential exercises. To address this gap, we adapt insights from gamification research to devise a step-by-step process that management instructors may use to design effective experiential exercises for use in face-to-face and virtual…
Descriptors: Experiential Learning, Gamification, In Person Learning, Electronic Learning
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
Stephanie A. Van Dellen – Management Teaching Review, 2024
This experiential exercise teaches students what constitutes Appreciative Inquiry and how it is different from other feedback models, along with giving students the opportunity to apply their knowledge. Students practice giving Appreciative Inquiry to their peers' presentations through the use of an online platform that allows for written words…
Descriptors: Inquiry, Electronic Learning, Experiential Learning, Learning Activities
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
Kelly Davis McCauley – Management Teaching Review, 2024
The Networking "Menu" is a customizable learning experience for online students to explore various ways to network virtually and to sharpen their networking skills. The "menu" offers four networking options for students to select from. Some networking options require that students network with their peers via virtual platforms…
Descriptors: Social Networks, College Students, Business Administration Education, Online Courses
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
Bonner, Robert; Desa, Geoffrey; Petkova, Antoaneta P.; Baack, Sally – Management Teaching Review, 2022
This article reviews Conceptboard, a professional collaborative online whiteboard that can be used to enhance student engagement and collaboration, enable real-time group interaction, and promote active learning. What makes Conceptboard particularly relevant for management educators is its familiarity, flexibility, and versatility. It extends and…
Descriptors: Technology Uses in Education, Visual Aids, Computer Mediated Communication, Learner Engagement
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
Kölbel, Julian; Jentges, Erik – Management Teaching Review, 2018
The six-sentence argument (6SA) is an exercise to train critical thinking skills. Faced with a decision situation, students argue for their preferred course of action using a logical structure of exactly six sentences. Through a guided peer review, students engage critically with other students' arguments and receive detailed feedback on their own…
Descriptors: Critical Thinking, Thinking Skills, Peer Evaluation, Feedback (Response)