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The Price Is Right: An Experiential Pricing Concepts Game
7 references·9 citing·52 second hop
The Price Is Right: An Experiential Pricing Concepts Game (2006)The Price Is Right: An Experiential Prici…An Assessment of the Effectiveness of an in-Class Game on Marketing Students’ Perceptions and Learning Outcomes (2005)An Assessment of the Effectiv…Beliefs and Expectations of Principles of Marketing Students (2004)Beliefs and Expectations of P…A Psychographic Analysis of Generation Y College Students (2001)A Psychographic Analysis of G…Undergraduate Marketing Education in the 21st Century: Views from Three Institutions (1999)Undergraduate Marketing Educa…TEACHING TOOLS: TEACHING METHODS IN UNDERGRADUATE ECONOMICS (1995)TEACHING TOOLS: TEACHING METH…Promoting active learning: strategies for the college classroom (1994)Promoting active learning: st…Active learning : creating excitement in the classroom (1991)Active learning : creating ex…Escape From Passive Learning: Harnessing Gamified Digital Educational Escape Rooms for Immersive Marketing Education (2024)Escape From Passive Learning:…The role of personal relevance in the value creation process of edutainment consumption (2019)The role of personal relevanc…Operation Valuation (2016)Operation ValuationJournal of Business Cases and Applications (2014)Journal of Business Cases and…Playing With a Concept (2012)Playing With a ConceptMarketing Feud: An Active Learning Game of (Mis)Perception (2011)Marketing Feud: An Active Lea…Creative Writing in Marketing Education: Poetry as an Innovative Pedagogical Tool (2009)Creative Writing in Marketing…The Orientation Evaluation Matrix (OEM): Are Students Customers or Products? 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References

  • 1991Active learning : creating excitement in the classroom5,035 cited
  • 1994Promoting active learning: strategies for the college classroom704 cited
  • 2001A Psychographic Analysis of Generation Y College Students412 cited
  • 1995TEACHING TOOLS: TEACHING METHODS IN UNDERGRADUATE ECONOMICS129 cited
  • 2005An Assessment of the Effectiveness of an in-Class Game on Marketing Students’ Perceptions and Learning Outcomes61 cited
  • 2004Beliefs and Expectations of Principles of Marketing Students44 cited
  • 1999Undergraduate Marketing Education in the 21st Century: Views from Three Institutions33 cited

Cited by

  • 2008The Orientation Evaluation Matrix (OEM): Are Students Customers or Products?23 cited
  • 2011Marketing Feud: An Active Learning Game of (Mis)Perception21 cited
  • 2014Journal of Business Cases and Applications21 cited
  • 2019The role of personal relevance in the value creation process of edutainment consumption19 cited
  • 2007Virtual “Third Places” and Experiential Learning: A Case Study of Blogging in a Marketing Promotions Course11 cited
  • 2009Creative Writing in Marketing Education: Poetry as an Innovative Pedagogical Tool11 cited
  • 2024Escape From Passive Learning: Harnessing Gamified Digital Educational Escape Rooms for Immersive Marketing Education

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10 cited
  • 2012Playing With a Concept8 cited
  • 2016Operation Valuation8 cited