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.
- 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 ScholarCross Ref
- 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 Scholar
Index Terms
- Client-based learning models: student-designed games for business applications
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