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Motivating Professional Student Behavior Through a Gamified Personal Branding Assignment
Journal of Marketing Education ( IF 2.8 ) Pub Date : 2019-01-07 , DOI: 10.1177/0273475318823847
Karen Robson 1
Affiliation  

Gamification is increasingly being implemented in higher education to engage students. This article presents a gamified pedagogical exercise intended to motivate students to consider how their in-person and digital behaviors affect their personal brands. Students receive and lose points for various behaviors and reflect on whether these behaviors support or conflict with their desired brand image. Points can be redeemed for assignment extensions or resubmissions, and can lead to exam exemptions. Challenges and limitations of the exercise, as well as recommendations for marketing educators, are discussed.

中文翻译:

通过游戏化的个人品牌分配来激发专业学生的行为

游戏化在高等教育中越来越多地被实施以吸引学生。本文提出了一个游戏化的教学法,目的是激发学生考虑他们的面对面和数字行为如何影响他们的个人品牌。学生会因各种行为而得失分,并反思这些行为是否支持或与他们期望的品牌形象冲突。积分可以兑换为延期或重新提交,并可以免除考试。讨论了该练习的挑战和局限性,以及对市场教育工作者的建议。
更新日期:2019-01-07
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