Can any marketing instructor turn case studies into a gamified experience for students ?

Emad, Sabine ( Haute école de gestion de Genève, HES-SO // Haute Ecole Spécialisée de Suisse Occidentale) ; Dubosson, Magali ( Haute école de gestion de Fribourg, HES-SO // Haute Ecole Spécialisée de Suisse Occidentale)

Marketing educators often use case studies as it is a form of experiential learning. However, successful case-study teaching requires students to be prepared. Yet, research shows that students are becoming more and more reluctant to reading assigned class material and their motivation is lower when teaching is done with traditional media. Students have become the virtual generation who plays games every day and games can keep them motivated several hours at a time. But the development of teaching games is costly and instructors are reluctant to use games that have been developed by others as they rarely completely match their expectations and teaching styles. This paper describes two case studies showing that a marketing professor with no previous experience in Second Life and not particularly technology-savvy can gamify a case study into a sandbox virtual world.


Type de conférence:
full paper
Faculté:
Economie et Services
Ecole:
HEG-FR
HEG - Genève
Institut:
CRAG - Centre de Recherche Appliquée en Gestion
Classification:
Economie/gestion
Adresse bibliogr.:
Ellensburg, WA , MEA
Date:
Ellensburg, WA
MEA
2015
Pagination:
14 p.
Publié dans
MEA 2015 Annual conference proceedings
Ressource(s) externe(s):
Le document apparaît dans:



 Notice créée le 2015-10-22, modifiée le 2018-12-07

Fichiers:
Télécharger le document
PDF

Évaluer ce document:

Rate this document:
1
2
3
 
(Pas encore évalué)