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ERIC Number: EJ1318448
Record Type: Journal
Publication Date: 2021
Pages: 8
Abstractor: As Provided
ISBN: N/A
ISSN: ISSN-1052-8008
EISSN: N/A
MerchMeNot: Applying Merchandising Concepts with Active Learning
VanMeter, Rebecca A.; Vander Schee, Brian A.
Marketing Education Review, v31 n2 p111-118 2021
Active learning engages students where they enjoy the learning process and gain a better understanding of course content. Active learning, such as an in-class game, can mitigate inattentive listening to material presented in a traditional lecture format. The Merch Game is an innovative, in-class retail simulation game that uses student collaboration and competition with a focus on merchandising concepts. The goal of the innovation is to raise awareness regarding concepts related to merchandising in the game. The innovation is outlined, and student written reflections provide the data to employ quantitative content analysis. Results demonstrate the in-class game met its learning objectives, namely, recognition, comprehension, and application of merchandising concepts. Application to other settings and future research opportunities are also discussed.
Routledge. Available from: Taylor & Francis, Ltd. 530 Walnut Street Suite 850, Philadelphia, PA 19106. Tel: 800-354-1420; Tel: 215-625-8900; Fax: 215-207-0050; Web site: http://www.tandf.co.uk/journals
Publication Type: Journal Articles; Reports - Research; Tests/Questionnaires
Education Level: Higher Education; Postsecondary Education
Audience: N/A
Language: English
Sponsor: N/A
Authoring Institution: N/A
Grant or Contract Numbers: N/A