"Az-buki" National Publishing House
Ministry of Education and Science
Wikipedia
  • Login
  • Registration
Mathematics and Informatics
Няма резултати
Вижте всички резултати
  • Home
  • About the journal
  • Editorial Board Members
  • Contents
  • Guidelines
    • Guide for Authors
    • Reviewer's Guide
  • Publishing Ethics
  • Contact
  • Subscribe now
  • en_US
  • Home
  • About the journal
  • Editorial Board Members
  • Contents
  • Guidelines
    • Guide for Authors
    • Reviewer's Guide
  • Publishing Ethics
  • Contact
  • Subscribe now
  • en_US
Няма резултати
Вижте всички резултати
Mathematics and Informatics
Няма резултати
Вижте всички резултати
Home Uncategorized

Gamification in Marketing Education: a Game for Learning about Consumer behavior in Retail

„Аз-буки“ от „Аз-буки“
13-12-2024
in Uncategorized
A A

Rumen Petkov
Sofia University “St. Kliment Ohridskiˮ (Bulgaria)

https://doi.org/10.53656/ped2024-9s.04

Abstract. Gamification has emerged as a powerful tool in education, especially in disciplines like marketing, where practical application of knowledge is essential. This article presents the results of a study comparing gamified learning and traditional lecture-based methods in teaching consumer behavior. The game, titled ‘Snack Shopper’s Dilemma,’ focused on simulating a retail environment where students made strategic marketing decisions for an FMCG snack products. Two groups of students participated in the study—one using the game-based approach and the other following traditional learning methods. The study found that gamified learning increased engagement, improved comprehension, and offered a more enjoyable experience, ultimately leading to better learning outcomes and practical skills application.
Keywords: gamification, marketing education, consumer behavior, retail, Game-Based Learning

Open the full text

Your Image Description

Свързани статии:

Default ThumbnailModern Road Safety Training Using Game-Based Methods Default ThumbnailIdentifying Player Types in the Classroom for Effective Gamification Default ThumbnailTEACHING THE NOTION CONIC SECTION WITH COMPUTER Default ThumbnailPractical Training of Physical Education and Sports Students in the Conditions of Distance Learning
Tags consumer behaviorgame-based learninggamificationmarketing educationretail

Последвайте ни в социалните мрежи

Viber
shareTweet
Previous article

Leveraging Belbin Role Model and Burtle Test for Enhancing Business Education through Gamification: an Empirical Study

Next article

Using Gamification in Non-formal Education of Students to Create Habits Related to Sustainable Development

Next article

Using Gamification in Non-formal Education of Students to Create Habits Related to Sustainable Development

Learning through Play – Building Entrepreneurial and Leadership Skills in Early Childhood

Games in Learning (“The University Hitchhiker's Guide”)

Последни публикации

  • Сп. „Математика и информатика“, книжка 1/2025, година LXVIII
  • Годишно съдържание сп. „Математика и информатика“, том 67 (2024 г.)
  • Mathematics and Informatics, Number 6/2024, Volume 6
  • Mathematics and Informatics, Number 5/2024, Volume 6
  • Mathematics and Informatics, Number 4/2024, Volume 6
  • Mathematics and Informatics, Number 3/2024, Volume 6
  • Mathematics and Informatics, Number 2/2024, Volume 6
  • Mathematics and Informatics, Number 1/2024, Volume 67
  • Годишно съдържание сп. „Математика и информатика“, том 66 (2023 г.)
  • Сп. „Математика и информатика“, книжка 6/2023, година LXVI
  • Mathematics and Informatics, Number 5/2023, Volume 66
  • Mathematics and Informatics, Number 4/2023, Volume 66
  • Mathematics and Informatics, Number 3/2023, Volume 66
  • Mathematics and Informatics, Number 2/2023, Volume 66
  • Mathematics and Informatics, Number 1/2023, Volume 66
  • Annual Contents of Mathematics and Informatics, vol.65/ 2022
  • Mathematics and Informatics, Number 6/2022, Volume 65
  • Mathematics and Informatics, Number 5/2022, Volume 65
  • Mathematics and Informatics, Number 4/2022, Volume 65
  • Mathematics and Informatics, Number 3/2022, Volume 65
  • Mathematics and Informatics, Number 2/2022, Volume 65
  • Mathematics and Informatics, Number 1/2022, Volume 65

София 1113, бул. “Цариградско шосе” № 125, бл. 5

+0700 18466

izdatelstvo.mon@azbuki.bg
azbuki@mon.bg

Полезни линкове

  • Къде можете да намерите изданията?
  • Вход за абонати
  • Home
  • Contact
  • Subscribe now
  • Projects
  • Advertising

Az-buki Weekly

  • Вестник “Аз-буки”
  • Subscribe now
  • Archive

Scientific Journals

  • Strategies for Policy in Science and Education
  • Bulgarian Language and Literature
  • Pedagogika-Pedagogy
  • Mathematics and Informatics
  • Natural Science and Advanced Technology Education
  • Vocational Education
  • Istoriya-History journal
  • Chuzhdoezikovo Obuchenie-Foreign Language Teaching
  • Filosofiya-Philosophy

Newsletter

  • Accsess to public information
  • Условия за ползване
  • Профил на купувача

© 2012-2025 Национално издателство "Аз-буки"

Welcome Back!

Login to your account below

Forgotten Password? Sign Up

Create New Account!

Fill the forms bellow to register

All fields are required. Log In

Retrieve your password

Please enter your username or email address to reset your password.

Log In
en_US
bg_BG en_US
  • Login
  • Sign Up
Няма резултати
Вижте всички резултати
  • Home
  • About the journal
  • Editorial Board Members
  • Contents
  • Guidelines
    • Guide for Authors
    • Reviewer's Guide
  • Publishing Ethics
  • Contact
  • Subscribe now
  • en_US

© 2012-2025 Национално издателство "Аз-буки"