P-ISSN 2326-3296
E-ISSN 1537-5137
Vol. 27, Issue 1, 2019January 01, 2019 CDT
Gamification Using a Choose-Your-Own-Adventure Type Platform to Augment Learning and Facilitate Student Engagement in Marketing Education
Gamification Using a Choose-Your-Own-Adventure Type Platform to Augment Learning and Facilitate Student Engagement in Marketing Education
Articles in Vol. 27, Issue 1, 2019
Vol. 27, Issue 1, 2019
- Exploring Sources of Marketing Knowledge for Small Business Decision MakersDonald R. BaconAbigail B. Schneider
- Gamification Using a Choose-Your-Own-Adventure Type Platform to Augment Learning and Facilitate Student Engagement in Marketing EducationJennifer Bechkoff
- Hidden Learning: Measuring Student Learning in the Marketing CapstoneChip E. MillerAndrew BryantAndrew Norman
- Examining International Students’ Expectations of Third-Party Community Engagement as a Value Co-Creation MechanismDavid FleischmanMaria M. RacitiMeredith Lawley
Bechkoff, J. (2019). Gamification using a choose-your-own-adventure type platform to augment learning and facilitate student engagement in marketing education. Journal for Advancement of Marketing Education, 27(1), 13–30. https://doi.org/10.63963/001c.150583
