Résumé

A funding grant was awarded in August 2020 by the European Union to a consortium of 11 European universities to develop a game-based experiential teaching module to train marketing students in brand management to improve their employability. A first round of testing was scheduled for March 2021, in the surge of the Covid pandemic. This paper aims at describing the solution found by the research team to perform the testing despite challenging circumstances and to prevent postponement of the project end date. Clear opportunities for improvement were identified thanks to the participation of very highly engaged students from 4 countries to an online paper prototyping based testing session.

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