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Client-based learning models: student-designed games for business applications

Published:12 May 2009Publication History

ABSTRACT

In this paper, we present an overview of client-based projects in a game design class, including the incorporation of persona marketing and usability testing, and discuss how these affected learning outcomes.

References

  1. Razzouk, N. Y. Seitz, V. and Rizkallah, E. 2003. Learning by doing: Using Experiential Projects in the Undergraduate Marketing Strategy Course. Marketing Education Review 13 (2), 35--41.Google ScholarGoogle ScholarCross RefCross Ref
  2. Lopez, T. B. and Lee, R. G. 2005. Five Principles for Workable Client-Based Projects: Lessons from the Trenches. Journal of Marketing Education 27/2 172--188.Google ScholarGoogle Scholar

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  1. Client-based learning models: student-designed games for business applications

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        cover image ACM Other conferences
        Future Play '09: Proceedings of the 2009 Conference on Future Play on @ GDC Canada
        May 2009
        58 pages
        ISBN:9781605586854
        DOI:10.1145/1639601

        Copyright © 2009 ACM

        Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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        Association for Computing Machinery

        New York, NY, United States

        Publication History

        • Published: 12 May 2009

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