Improve Learning with the Significant Learning Taxonomy

DOI: https://doi.org/10.64010/QLAT9038 Abstract  For decades, educators and accreditation bodies have used Bloom’s (1956) taxonomy of educational objectives to design and assess instruction.  An alternative, Fink’s (2013) significant learning taxonomy, may be preferable for some purposes.  The SLT goes beyond Bloom’s taxonomy and encourages instructors to incorporate new learning dimensions into

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Problem-based Business Education:Developing Diversity, Equity, Inclusion,and Belonging Initiative Proposals

DOI: https://doi.org/10.64010/JRAR6269 Abstract Graduate business students attending a rural university in middle America engaged in an 8-week professional development training as part of an elective Managerial Leadership course focusing on organizational change. Students were asked to research diversity, equity, inclusion, and belonging issues in their careers. Then, students were encouraged

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The Role Of Self-Efficacy and Entrepreneurship In Undergraduate Students: an HBCU Pilot Study

DOI: https://doi.org/10.64010/JCSM1215 Abstract Entrepreneurship contributes to a diverse consumer offering. Starting a business is driven by innovation, necessity, and freedom. There is an increasing interest among undergraduate students in entrepreneurial programs. Entrepreneurship curriculum intersects with metacognitive skill development. An expanding body of knowledge examines entrepreneurial intentions and self-efficacy. Using Bandura’s

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Soft Skills On Demand: How Higher Education Can Prepare Students To Succeed In The Marketplace

DOI: https://doi.org/10.64010/FXSE6778 Abstract Due to the COVID-19 pandemic, business organizations have quickly adapted so that employees can work remotely, which has in turn accelerated the value employers place on particular soft skills employees exhibit – namely Agency, Adaptability, and Curiosity. This study explores how these three soft skills show up

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Approximating Employment Modality Preference Via Course Preference

DOI: https://doi.org/10.64010/PAHS8642 Abstract The aim of this study was to learn the employment environment preferences of new employees entering the workforce. As new employees were recent college students, many had limited work experience. Their educational modality preferences may be a suitable proxy for the work environment preferences of young professionals

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Gaming The System: Measuring Gamification’s Impact On Student Learning

DOI: https://doi.org/10.64010/ZGPZ5978 Abstract The rapid advancement of digital technology has had undeniable transformative effects on numerous industries, including education. Using gamification, a more recent technological innovation shaping the landscape of academics, educators integrate game design principles into non-gaming contexts to improve learning outcomes and experiences. In this study, students enrolled

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