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UNLOCKING STUDENT CREATIVITY WITH LEGO® SERIOUS PLAY: A CASE STUDY FROM THE GRADUATE MARKETING CLASSROOM
13 references·0 citing·51 second hop
UNLOCKING STUDENT CREATIVITY WITH LEGO® SERIOUS PLAY: A CASE STUDY FROM THE GRADUATE MARKETING CLASSROOM (2024)UNLOCKING STUDENT CREATIVITY WITH LEGO® S…THE EFFECT OF MARKETING SIMULATIONS ON STUDENT ENGAGEMENT AND ACADEMIC OUTCOMES (2020)THE EFFECT OF MARKETING SIMUL…Playful learning: tools, techniques, and tactics (2018)Playful learning: tools, tech…Facilitating Co-Creation Experience in the Classroom with Lego Serious Play (2018)Facilitating Co-Creation Expe…Critical Thinking and Reflective Learning in the Marketing Education Literature: A Historical Perspective and Future Research Needs (2018)Critical Thinking and Reflect…Reflective boot camp: adapting LEGO® SERIOUS PLAY® in higher education (2017)Reflective boot camp: adaptin…Playful learning in higher education: developing a signature pedagogy (2017)Playful learning in higher ed…The Elements of Play: Toward a Philosophy and a Definition of Play. (2014)The Elements of Play: Toward …Learning in Three Dimensions: Using Lego Serious Play for Creative and Critical Reflection Across Time and Space (2014)Learning in Three Dimensions:…Play and playfulness, basic features of early childhood education (2013)Play and playfulness, basic f…Lego Serious Play: a three-dimensional approach to learning development (2013)Lego Serious Play: a three-di…Learning and Collective Creativity (2013)Learning and Collective Creat…Guided Play: Where Curricular Goals Meet a Playful Pedagogy (2013)Guided Play: Where Curricular…Building Confidence in Creativity: MBA Students (2006)Building Confidence in Creati…Relating Effortful Control, Executive Function, and False Belief Understanding to Emerging Math and Literacy Ability in Kindergarten (2007)School readiness and later achievement. (2007)Interventions Shown to Aid Executive Function Development in Children 4 to 12 Years Old (2011)A Continuum of Play-Based Learning: The Role of the Teacher in Play-Based Pedagogy and the Fear of Hijacking Play (2016)Guided Play (2016)Learning Through Play at School – A Framework for Policy and Practice (2022)The Genesis of Animal Play (2005)Play: How It Shapes the Brain, Opens the Imagination, and Invigorates the Soul (2009)Affect Regulation and the Origin of the Self (2015)Managing group flow experiences in escape rooms (2018)Preschool Teachers’ Conceptualizations and Uses of Play Across Eight Countries (2018)The role of technology in supporting classroom assessment in play-based kindergarten (2019)The Reflective Practitioner: How Professionals Think in Action (1985)Transformative Dimensions of Adult Learning (1991)Communities of practice learning, meaning, and identity (1999)The Use of Metaphors With LEGO® SERIOUS PLAY ® For Harmony and Innovation (2018)Playful learning designs in teacher education and early childhood teacher education: A scoping review (2022)Homo Ludens: A Study of the Play-Element in Culture. (1951)Infant Intersubjectivity: Research, Theory, and Clinical Applications (2001)The Ambiguity of Play (2009)Play in the Early Years (2017)Exploration: an overarching focus for holistic development (2021)Environments for learning (2025)Experiential Learning : Experience as the Source of Learning and Development (1983)Qualitative Inquiry and Research Design: Choosing Among Five Approaches (2015)Co-Creative Learning in Innovation Laboratories Using Lego Serious Play Workshops (2020)Exploratory Learning Environments for Responsible Management Education Using Lego Serious Play (2021)The educator’s LSP journey: creating exploratory learning environments for responsible management education using Lego Serious Play (2021)Thematic networks: an analytic tool for qualitative research (2001)Using thematic analysis in psychology (2006)Playfulness and Creativity (2018)Game-Based Learning and Gamification in Physical Education: A Systematic Review (2023)The fifth discipline, the art and practice of the learning organization (1991)American Economic Review (2019)Marketing Student Perceptions of Academic Program Quality and Relationships to Surface, Deep, and Strategic Learning Approaches (2020)Student Anxiety, Preparation, and Learning Framework for Responding to External Crises: The Moderating Role of Self-Efficacy as a Coping Mechanism (2021)What Works Best: A Systematic Review of Actual Learning in Marketing and Management Education Research (2021)Handbook of Theory and Research for the Sociology of Education. (1987)Rules of Play: Game Design Fundamentals (2003)Fun and games in higher education: an analysis of UK student perspectives (2018)A review on use of escape rooms in education – touching the void (2020)Escape rooms as tools for climate change education: an exploration of initiatives (2020)Enhancing teaching through constructive alignment (1996)Evolving to a New Dominant Logic for Marketing (2003)The Service-dominant Logic of Marketing: Dialog, Debate, and Directions (2006)Teaching Scenario Planning in Sustainability Courses: The Creative Play Method (2020)Self-Leadership: A Four Decade Review of the Literature and Trainings (2021)A meta-analytic review of gamified interventions in mental health enhancement (2022)Double stimulation in everyday work: Critical encounters between home care workers and their elderly clients (2014)Relational Agency, Double Stimulation, and the Object of Activity: An Intervention Study in a Primary School (2017)Digital peer learning for transformative professional agency: The case of homelessness practitioners in Finland (2021)
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References

  • 2013Guided Play: Where Curricular Goals Meet a Playful Pedagogy466 cited
  • 2018Playful learning: tools, techniques, and tactics215 cited
  • 2014The Elements of Play: Toward a Philosophy and a Definition of Play.211 cited
  • 2017Playful learning in higher education: developing a signature pedagogy150 cited
  • 2013Play and playfulness, basic features of early childhood education118 cited
  • 2013Lego Serious Play: a three-dimensional approach to learning development97 cited
  • 2018Critical Thinking and Reflective Learning in the Marketing Education Literature: A Historical Perspective and Future Research Needs92 cited
  • 2017Reflective boot camp: adapting LEGO® SERIOUS PLAY® in higher education82 cited
  • 2018Facilitating Co-Creation Experience in the Classroom with Lego Serious Play67 cited
  • 2013Learning and Collective Creativity52 cited
  • 2014Learning in Three Dimensions: Using Lego Serious Play for Creative and Critical Reflection Across Time and Space27 cited
  • 2020THE EFFECT OF MARKETING SIMULATIONS ON STUDENT ENGAGEMENT AND ACADEMIC OUTCOMES26 cited
  • 2006Building Confidence in Creativity: MBA Students24 cited

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