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Original Articles

Golden Duck Awards: An Interactive Game to Facilitate Class Participation

Pages 15-17 | Published online: 09 Oct 2015

References

  • Dallimore, Elise J., Julie H. Hertenstein, and Majorie B. Platt (2006), “Nonvolunatry Class Participation in Graduate Discussion Courses: Effects on Grading Cold Calling,” Journal of Management Education, 30 (2), 354–377.
  • Drea, John T., Carolyn Tripp, and Kathleen Stuenkel (2005), “An Assessment of the Effectiveness of an In-Class Game on Marketing Students’ Perceptions and Learning Outcomes,” Marketing Education Review, 15(1), 25–33.
  • Gonzales, Gabriel R., Thomas N. Ingram, Raymond W. LaForge, and Thomas W. Leigh (2004), “Social Capital: Building an Effective Learning Environment in Marketing Classes,” Marketing Education Review, 14 (2), 2–8.
  • Nunn, Claudia E. (1996), “Discussion in the College Classroom, Triangulating Observational and Survey Results,” The Journal of Higher Education, 67 (3), 243–266.
  • Shanahan, Kevin J., Charles M. Hermans, Diana L. Haytko (2006), “Overcoming Apathy and Classroom Disconnect in Marketing Courses: Employing Karaoke Jeopardy as a Content Retention Tool,” Marketing Education Review, 16 (1), 85–90

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