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Robson, Karen – Journal of Marketing Education, 2019
Gamification is increasingly being implemented in higher education to engage students. This article presents a gamified pedagogical exercise intended to motivate students to consider how their in-person and digital behaviors affect their personal brands. Students receive and lose points for various behaviors and reflect on whether these behaviors…
Descriptors: Assignments, Higher Education, Teaching Methods, Student Behavior
Grondin, Deirdre – 1985
Social causes such as "improved nutritional practices" could benefit from marketing-like thinking. The improvement of nutritional practices, like other social concerns such as pollution control, drug abuse, and physical fitness, needs innovative solutions and approaches for gaining public attention and support. Marketing persons, by their…
Descriptors: Adoption (Ideas), Adults, Attitude Change, Behavior Change