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Tera L. Galloway – Journal of Management Education, 2024
While the benefits of experiential learning are well established throughout management and business courses, they are used less often when teaching strategic management. Yet, many concepts in strategy, such as the value chain, are difficult for students to understand. The abstract nature of these topics, coupled with the limited real-life exposure…
Descriptors: Experiential Learning, Strategic Planning, Barriers, Educational Strategies
Embedding the Sustainable Development Goals into Higher Education Institutions' Marketing Curriculum
Barbara Tomasella; Bilal Akbar; Alison Lawson; Richard Howarth; Rebecca Bedford – Journal of Marketing Education, 2024
The 21st century's growing societal and environmental challenges are ubiquitous. The combination of knowledge, values, mindsets, and abilities needed to address these challenges requires educating society about the simultaneous pursuit of economic, environmental, and social goals as advocated by the United Nations' (UN) Sustainable Development…
Descriptors: Marketing, Business Administration Education, Teacher Attitudes, Student Attitudes
Farris, Rachel L. – ProQuest LLC, 2022
Experiential learning (EL) is often perceived as valuable to education and prioritized in higher education curricula. The value of EL from the student perspective has been researched, but few have explored faculty perspectives in business programs. The purpose of this study was to explore faculty perceptions of the meaning of EL, implementation…
Descriptors: Experiential Learning, Business Administration Education, College Faculty, Teacher Attitudes
Aho, Wayne; Wright, Ed; Marvel, Jon – International Journal for Business Education, 2020
Experiential, project-based learning is widely endorsed as an effective pedagogy for enhancing the understanding of theory, increasing critical thinking skills, and preparing students for future roles as contributing employees. Likewise, the use of online classes at universities is becoming popular. A logical evolution of course venues would be…
Descriptors: Experiential Learning, Active Learning, Student Projects, Online Courses
Richards, Judith; Guerrero, Veronica; Fischbach, Sarah – Journal of Education for Business, 2020
Negotiation and conflict management skills have been identified as critical skills for students as part of their business education. In this paper, we have combined research on negotiation self-efficacy and pedagogical tools previously developed to support educational experiences for students in the classroom. Utilizing negotiation cases, we are…
Descriptors: Negotiation Agreements, Self Efficacy, Conflict Resolution, Business Administration Education
Loucks, Susan; Ozogul, Gamze – TechTrends: Linking Research and Practice to Improve Learning, 2020
There is an increased demand for a skilled workforce that is prepared for work in today's digital economy, which is often done in virtual teams. Thus, while many students today have little or no experience working in this mode, they are often placed in virtual teams early in their careers. We argue that that if students have the opportunity to…
Descriptors: Undergraduate Students, Business Administration Education, Leadership Training, Leadership
Vince, Russ – Journal of Management Education, 2020
This article explores doctoral students' emotional experience as they learn about conducting qualitative research. Emotions emerging from a shared learning experience provided doctoral students with opportunities to reflect on their experience as qualitative researchers and on the practice of qualitative research. Explicit links are made between…
Descriptors: Emotional Experience, Doctoral Students, Qualitative Research, Experiential Learning
Isabelle, Diane A. – Decision Sciences Journal of Innovative Education, 2020
Gamification--the use of gameplay mechanics for nongame applications--enables learning by doing, yet questions abound about its effectiveness for education. This teaching brief reports on the gamification of an entrepreneurship course using a stand-alone gamification platform integrated with Shopify, a global e-commerce platform for online stores.…
Descriptors: Educational Games, Entrepreneurship, Business Administration Education, Experiential Learning
Mu, Fengli; Hatch, James – International Journal of Educational Management, 2020
Purpose: The purpose of this paper is to discuss the major planning and implementation practices that should be followed in a short term international study trip (IST). The focus throughout is on how to utilize experiential learning to establish cultural competence. Design/methodology/approach: The paper shows how to plan and manage an…
Descriptors: Study Abroad, Experiential Learning, Cultural Awareness, Program Development
Maaravi, Yossi – Innovations in Education and Teaching International, 2020
In the current article, the already existing process of "hackathons" was used to teach management or organisational consulting. Two separate events were conducted with dozens of students working in teams for twelve straight hours to solve real organisational challenges. Results from post-event surveys indicate that participants -…
Descriptors: College Students, Business Administration Education, Consultants, Experiential Learning
Memar, Noushan; Sundström, Angelina; Larsson, Toon – Journal of Management Education, 2021
Researchers claim that experiential learning approaches (e.g., gamification) are well-suited to management and entrepreneurship education. However, this research has been conducted mostly in small classroom settings. With the increases in the number of university business students, many business courses have also increased in size. The large…
Descriptors: Experiential Learning, Game Based Learning, Educational Games, Entrepreneurship
Curran, Ross; Arroteia, Nuno; Blesa, Andreu; Musteen, Martina; Ripollés, Maria – Journal of Teaching in International Business, 2021
Enhancing individuals' preparedness to work across borders is of growing importance. This study explores the role of Cultural Intelligence and Psychological Empowerment in enhancing Task Performance among students engaged in an international experiential game-based learning project: The Global Game Challenge (GGC). Data collected from the delivery…
Descriptors: Cultural Awareness, Student Empowerment, Game Based Learning, Experiential Learning
Bodell, Rachel – Christian Higher Education, 2021
A relatively new pedagogical approach termed "faith and learning in action" (FLA) involves crafting an assignment to include faith integration (FI) in a way that inspires the learned action of an academic subject through service-learning (SL). This study incorporated experiential learning methods in the employment of FLA into a…
Descriptors: Marketing, Service Learning, Student Projects, Beliefs
Paul Cox – Educational Media International, 2024
This study reports findings from a higher education investment course designed to enhance skills-based learning through experiential, immersive, live, and technologically empowering elements. Results suggest the following performance for the course. First, pure popularity and peer-to-peer word-of-mouth has seen course numbers grow almost 2.5× over…
Descriptors: Undergraduate Students, Investment, Finance Occupations, Business Administration Education
Rita N. To – Marketing Education Review, 2024
The Packaging Mockup Project directs students to (1) learn the basic tools in the Adobe Photoshop application, (2) research and create a new brand concept for different product categories, and (3) design an original packaging mockup of their own brand concept. This project is designed to allow students to apply what they learn about branding as…
Descriptors: Design, Computer Software, Visual Aids, Editing