Publication Date
| In 2026 | 0 |
| Since 2025 | 4 |
Descriptor
Source
| IGI Global | 1 |
| Journal of Marketing Education | 1 |
| Language Learning & Technology | 1 |
| Management Teaching Review | 1 |
Author
| Antonio Cortijo Ocaña, Editor | 1 |
| Atul Teckchandani | 1 |
| Copelia Mateo-Guillen, Editor | 1 |
| David Tomczyk | 1 |
| Dmitrii Pastushenkov | 1 |
| Nandini Ajit Gadekar | 1 |
| Olesia Pavlenko | 1 |
| Purvi Shah | 1 |
| Steven Clancy | 1 |
| Steven S. Taylor | 1 |
Publication Type
| Journal Articles | 3 |
| Reports - Research | 2 |
| Books | 1 |
| Collected Works - General | 1 |
| Reports - Descriptive | 1 |
Education Level
| Higher Education | 2 |
| Postsecondary Education | 2 |
| Early Childhood Education | 1 |
| Elementary Education | 1 |
Audience
| Teachers | 2 |
| Researchers | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Purvi Shah; Nandini Ajit Gadekar; Steven S. Taylor – Journal of Marketing Education, 2025
Marketing education has undergone a significant shift toward experiential learning and interactive pedagogical approaches. This article demonstrates the potential of educational escape rooms (EERs) as a novel and innovative tool for enhancing student engagement in marketing education. Building on the literature on experiential learning, game-based…
Descriptors: Gamification, Educational Games, Competition, Game Based Learning
Dmitrii Pastushenkov; Olesia Pavlenko; Steven Clancy – Language Learning & Technology, 2025
In this article, we delve into the application of the online game-based learning and testing platform Kahoot! with second language (L2) learners of Russian and explore how this tool can enhance our students' experiences. Following a brief overview of digital game-based learning (DGBL) and previous research on L2 learning through Kahoot!, we…
Descriptors: Online Courses, Game Based Learning, Second Language Instruction, Russian
David Tomczyk; Atul Teckchandani – Management Teaching Review, 2025
Despite the many theories supporting experiential learning, there is little guidance on how to design effective experiential exercises. To address this gap, we adapt insights from gamification research to devise a step-by-step process that management instructors may use to design effective experiential exercises for use in face-to-face and virtual…
Descriptors: Experiential Learning, Gamification, In Person Learning, Electronic Learning
Copelia Mateo-Guillen, Editor; Antonio Cortijo Ocaña, Editor – IGI Global, 2025
Education has undergone profound transformations with the addition of digital learning and educational technologies. Technology reshapes how knowledge is delivered, accessed, and engaged with, breaking down traditional barriers of time, location, and resource limitations. Innovations like online learning platforms, immersive simulations,…
Descriptors: Educational Technology, Technology Uses in Education, Graduate Students, Student Attitudes

Peer reviewed
Direct link
