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The Influence of New Product Characteristics on Rate of Adoption Increasing


Student Comprehension With the Bidding for Buyers Game

Article  in  Journal of Marketing Education · December 2012


DOI: 10.1177/0273475312455648

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455648
al of Marketing Education XX(X)Vander Schee
JMDXXX10.1177/0273475312455648Journ

Journal of  Marketing Education

The Influence of New Product Characteristics 34(3) 251­–264


© The Author(s) 2012
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on Rate of Adoption:  Increasing Student sagepub.com/journalsPermissions.nav
DOI: 10.1177/0273475312455648

Comprehension With the Bidding for Buyers


http://jmed.sagepub.com

Game

Brian A.Vander Schee1

Abstract
The five characteristics that influence new product rate of adoption are routinely covered in the Principles of Marketing
course. Any particular marketing concept such as relative advantage, compatibility, complexity, divisibility, and communicability
may not capture interest or engagement among students who take the course as a graduation requirement. Thus, an active
learning activity game was developed to address the lack of participation and understanding. Primary assessment of the
activity (n = 300) demonstrated that students found Bidding for Buyers a valuable learning experience by encouraging class
participation and student motivation. A confirmatory study (n = 85) also demonstrated that student comprehension of
new product characteristics and their influence on rate of adoption using a traditional lecture and Bidding for Buyers was
significantly higher compared with just a traditional lecture covering the same material.

Keywords
active learning, games, diffusion of innovations, new product

Marketing educators face the task of keeping students Bidding for Buyers was adapted from Bill Bigelow’s (2002)
engaged in the classroom environment while providing Transnational Capital Auction: A Game of Survival.
some assurance that the time spent adds value to the student
learning experience. This is particularly the case in the
introductory marketing course where students from a vari- Literature Review
ety of business-related majors enroll to fulfill a graduation Student engagement in the introductory marketing course
requirement. Various pedagogical approaches including can be rather low as most students enrolled in the course are
active learning have been used to address the problem of not marketing majors (Taylor, Hunter, Melton, & Goodwin,
classroom engagement to help clarify concepts and high- 2011). As a required core business course it is usually the
light their application. The research presented here adds to nonmarketing business majors in particular that often expe-
the body of knowledge on active learning by reporting on rience apathy and disconnect in Principles of Marketing
how well an in-class game in Principles of Marketing met (Shanahan, Hermans, & Haytko, 2006). To overcome this
its objectives. The objectives include encouraging class challenge, many marketing educators use active learning
participation, enhancing student motivation, and improving exercises to increase participation (Yamarik, 2007) often
student comprehension. times using specific incentives such as small prizes to
The objective for players in Bidding for Buyers is to earn heighten interest and effort (Chylinski, 2009; Wooldridge,
the most points by setting the best price for a newly modified 2008). Active-learning team-based games in particular are
portable media device targeted at price-conscious consumers the kind of activities that increase student engagement,
who are part of the early and late majority adopter categories. regardless of chosen major (Taylor et al., 2011).
The objective for instructors is for students to gain a better
1
understanding of how new product characteristics, namely Aurora University, Aurora, IL, USA
relative advantage, compatibility, complexity, divisibility, and
Corresponding Author:
communicability (Rogers, 1962) influence the consumer rate Brian A.Vander Schee, Dunham School of Business,  Aurora University, 347
of adoption of new products. This is demonstrated through a S. Gladstone Avenue,  Aurora, IL 60506, USA
direct measure of student learning. The original concept for Email: bvanders@aurora.edu

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252 Journal of  Marketing Education 34(3)

Active Learning student learning, not just their perception of such strategies.
Students view games positively as they have been used to
Active learning as envisioned in its early development promote active learning for some time (Bergstrom & Miller,
involves engaging students with the course content so that 1997; Wells, 1991). Team-based games encourage active
they readily make application of the material (Hamer, 2000). learning because students often find team-based active learn-
Using this approach increases class participation, student ing valuable and enjoyable (Laverie, 2006). Using games
motivation, and student performance (Drea, Tripp, & translates to greater student learning provided the activities
Stuenkel, 2005; Karns, 2006). Conversely, class participation involved are also challenging and have real-world applica-
can also foster active learning (Dallimore, Hertenstein, & tion (Karns, 2006). Teaching with games has also shown to
Platt, 2006) by using teams (Hernandez, 2002), competitions enhance student understanding of course material (Gremler,
(Vander Schee, 2007a; Widmier, Loe, & Selden, 2007), or a Hoffman, Keaveney, & Wright, 2000) and improving critical
combination of teams and competitions (Ducoffe & Tucker, thinking skills (Ackerman, Gross, & Perner, 2003).
2004; Rundle-Thiele & Kuhn, 2008). Other studies document Computer games have advantages in that they can be
the benefits to using teams to enhance student learning in played with very large classes, remotely, or over a longer
marketing education, including exposure to diverse perspec- period of time (Ironside, Joerding, & Kuzyk, 2004; Day &
tives (Amato & Amato, 2005), enhanced student motivation Kumar, 2010). However, they also can be too complex
(Denton, 1994), positive student experiences (Hernandez, (Gentry, Burns, & Fritzsche, 1993), create anxiety (Grimley,
2002), and improved student learning (Lancellotti & Boyd, Green, Nilsen, Thompson, & Tomes, 2011), and lead to stu-
2008). Indeed, active participation in general improves the dent frustration with the technology (Halvorson, Ewing, &
student learning experience (Chylinski, 2010). Windisch, 2011). The interactivity of a noncomputer, com-
One concern regarding active learning is that many petitive game played in real time for just one class period
research reports document perceived learning by students offers the benefits of other active learning strategies without
rather than direct measures of mastering concepts (Karns, the limitations encountered with exclusive computer use.
2006). The results of a meta-analysis of self-assessment stud- Competitions in particular tend to foster heightened class
ies by Sitzmann, Ely, Brown, and Bauer (2010) suggest that involvement and motivation to participate (Vander Schee,
when students self-assess their learning in class, it is more of 2011). These kinds of active learning exercises have built-in
an expression of how they feel about a course rather than how flexibility in that they can range from a portion of one class
much they actually learn from taking it. This is consistent period (Allerd & Swenson, 2006), a full class period with the
with the findings of Bacon (2011) where student performance effects lasting much longer throughout the semester (Vander
on direct measures of learning was not significant, yet stu- Schee, 2007b) to a semester-long project (Greene, 2011;
dents perceived that their learning was enhanced by the peda- Munoz & Huser, 2008). This study describes an innovative
gogical approach under investigation. competition-based active learning game completed in one
Confounding results regarding student perceptions of class period. The application of active learning is specific to
learning can be partially explained by metacognition. High characteristics that influence new product rate of adoption.
academic achievers are much more aware of what they do
not know and thus underestimate their mastery of knowl-
edge. Low academic achievers are unaware of what they do New Product Characteristics
not know and thus overestimate their performance. This and Rate of Adoption
makes self-assessment of student learning suspect and limits The consumer market has been divided into five categories
the reliability of indirect measures such as student percep- based on when they choose to adopt a new product innova-
tions of learning (Clayson, 2009). tion, namely innovators, early adopters, early majority, late
A good situation is where a direct measure indicates majority, and laggards (Rogers, 1983). Much research has
enhanced student learning even if an indirect measure sug- focused on identifying the characteristics of those who
gests the contrary. An even better situation is where students belong to a particular category (Donnelly & Ivancevich,
demonstrate increased learning via a direct measure and 1974; Goldsmith & Flynn, 1992; Klink & Athaide, 2010;
have positive feelings about the teaching approach. They Martinez, Polo, & Flavian, 1998; Schreier, Oberhauser, &
would then be more likely to provide positive feedback on Prugl, 2007). This is understandable because identifying
the course evaluation. Although student learning is the pri- the characteristics of those in the segment most likely to
mary focus, the extrinsic reward serves as an incentive for make the purchase and then influence the purchases of
faculty who might otherwise resist investing the time needed others is a very profitable approach. From a product
to adopt teaching strategies such as course evaluations in the development perspective, identifying the product charac-
merit and promotion process (Albers-Miller, Straughan, & teristics that hasten consumer purchase is also beneficial.
Prenshaw, 2001). Rogers (1962) has described the five characteristics that
Active learning strategies that students find enjoyable are influence the rate of adoption of new products (Rogers &
a starting point for incorporating strategies that will enhance Shoemaker, 1971).

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Vander Schee 253

Characteristics are connected to other marketing concepts Method


such as how the rate of adoption is linked to innovation take-
off, or the speed of making the transition from introduction Auctions have been used in class to demonstrate how a par-
to growth in the product life cycle (Chandrasekaran & Tellis, ticular auction process works, such as electronic reverse auc-
2008). Pricing is connected to new product characteristics, tions (Williams & Dobie, 2011). Having students prepare for
particularly during commercialization or the transition from each round of the silent auction is used in Bidding for Buyers
product development to introduction (Chiesa & Frattini, to simulate the consumer buying decision process. Then pric-
2011). Connections can also be made to consumer behavior ing is used as a proxy for the level of new product develop-
and social influence later in the growth stage (Du & ment characteristics that influence consumer rate of adoption.
Kamakura, 2011; Kim & Park, 2011). It is at this point that Pricing has also been used in other active learning exercises
product modifications, reflected in product pricing can (Ducoffe & Tucker, 2004) and is one area where simply
encourage mass adoption, particularly for price-conscious delivering the course content without application limits stu-
consumers. dent understanding of its dynamic nature (Clow & Wachter,
Although the terms and the concepts they represent are 1996). The team-based approach has demonstrated positive
readily apparent to marketers, they may not be so intuitive student outcomes related to involvement and achievement
to students who have had little exposure to the marketing (Esposto & Weaver, 2011; Geringer, Stratemeyer, Canton, &
discipline. When talking about complexity, students may Rice, 2009; Laverie, Madhavaram, & McDonald, 2008). In
not realize that this characteristic of new products is linked Bidding for Buyers these teaching elements were brought
to pricing, consumer behavior intentions and actions, as together to demonstrate how new product characteristics
well as social connectedness of consumers (Goldenberg, influence the rate of adoption. The game was executed after
Han, Lehmann, & Hong, 2009). For example, consumers a 10-minute lecture covering the characteristics and their
indicate that they prefer new products with higher complex- influence on new product rate of adoption. No grade or extra
ity along with a good match for their needs and lower uncer- credit was offered for participating in the game as this was
tainty. However, when it comes to actual purchase decisions part of a regular class. The game is usually played one third
consumers do indeed adopt less complex innovations at a of the way through a 15-week semester.
higher rate (Arts, Frambach, & Bijmolt, 2011). Those who
do choose more complex products often suffer from feature
fatigue, which leads to lower postpurchase satisfaction Bidding for Buyers Suggested Procedure
(Thompson, Hamilton, & Rust, 2005). The Bidding for Buyers game fits well within a 45-minute
Given the high failure rate of new product launches time frame. The game is executed with the following time
(Schneider & Hall, 2011) it is important for students to requirements in mind. Game introduction and explanation
appreciate the influence of the five characteristics. takes approximately 5 minutes. The first round takes about
Efficiency in product development and deployment is thus 10 minutes with the subsequent Rounds 2 through 5 lasting a
heavily scrutinized. Students need to be prepared to engage total of 15 minutes. The debriefing session requires 15 min-
in that conversation even if their career aspirations are in utes but can last longer depending on the nature of the discus-
business but not necessarily marketing in particular. sion. To prepare for the activity, create the Score Card in an
Therefore, it is important to develop a teaching innovation EXCEL spreadsheet similar to the one provided in Table 1.
to get students enthused about and increase their compre- With at least 14 students in the class, let students self-
hension of new product rate of adoption characteristics. select into seven companies. Ask the companies to form
Highlighting the early and late majority adopter category around the classroom, as far away from other companies as
with a modified portable media device focuses student possible. This can work with up to 50 students in the class.
attention on mass consumer appeal. Using that scenario as For larger sections, consider having multiple industries, each
a starting point allows the conversation to easily extend with seven companies and list each industry on a separate
from innovators and really new products to laggards and sheet in the EXCEL workbook.
product failures. Then distribute copies of (a) Instructions and Definitions
A major challenge may be capturing student interest in (see Tables 2 and 3), (b) Selling Price List (Table 4), and (c)
the topic at the outset because most students in the Principles Auction Record (Table 5). Read the Instructions aloud with
of Marketing course only take the class as a graduation students. Emphasize the distinction between selling price and
requirement (Taylor et al., 2011). The Bidding for Buyers game points. Then review the Selling Price List. Point out
game addresses this concern directly. The objectives for that a company earns more game points the more it encour-
instructors using Bidding for Buyers are to increase class ages the rate of adoption of the new innovation. Announce
participation, enhance student motivation, and improve stu- that the three companies (per industry for larger sections)
dent comprehension regarding new product characteristics with the most game points will win small prizes (e.g., candy).
that influence rate of adoption. Instructions on how to execute For the first round tell students to make their bids in each
the game are provided in the Method section. of the categories and total up their selling price on the

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254 Journal of  Marketing Education 34(3)

Table 1. Score Card Table 2. Instructions


Company You are the management team of the new products division
in a global technology company. Each of your companies has
1 2 3 4 5 6 7 equal access to the American consumer market.You have been
Round One charged with modifying a new portable media device targeted at
the lucrative price-conscious early and late majority segments of
 Bid   new product adopters.You must compete with other companies
 Rank   also focused on this segment and each is about to modify
  Game points   their own new product similar to yours. Marketing research
 Penalty   shows that you can increase the rate of adoption of your new
product modification by offering the following characteristics:
Round Two high relative advantage, high compatibility, low complexity,
 Bid   high divisibility, and high communicability. However, meeting
 Rank   consumer expectations also adds to cost and thus increases
the selling price. Many price-conscious consumers will forego
  Game points  
expensive new products. At the same time, new products that
 Penalty  
are priced very low may be perceived as defective or of marginal
Round Three benefit. The challenge is finding the best combination of product
characteristics to gain consumer confidence and therefore sales
 Bid   from the target market.
 Rank   There will be a series of auctions to capture the purchasing
  Game points   power of this target market.You win the game by ending up
 Penalty   with the most game points after five auction rounds. In this
activity it is assumed that innovators and early adopters have
Round Four
already purchased the new product. So you are working with a
 Bid   new product modification targeting the early and late majority
 Rank   of adopters.You must focus on value by balancing product
  Game points   characteristics with selling price. Therefore the company that
bids the 4th lowest selling price in a round is awarded 100 game
 Penalty  
points, the company with the 3rd lowest selling price gets 50
Round Five game points, and the company with the 2nd lowest selling price
gets 25 game points. The other companies get no points for the
 Bid   round because the focus is on capturing the price-conscious
 Rank   consumer early and late majority. The auction is silent—you do
  Game points   not know until the end of each round who bid what.
 Penalty   Keep in mind that the lower you go with price, the more your
product may be perceived by consumers as being cheap. Price-
Grand total points  
conscious consumers want affordable, easy-to-use innovations,
however marginally lower priced products may be viewed as
having low quality, being unpopular, or simply a poor investment.
That is why the company bidding the lowest selling price does
not get any game points.Your company may bid the lowest
Auction Record. Note that this is really the hardest round selling price once. For each time you are the lowest bidder
because students have no way of knowing what the other more than once, you lose game points (15 the first time, 30 the
companies will bid. After each company has submitted its 2nd, etc.) as a cheap product penalty.
bid, enter the total selling prices in the EXCEL spreadsheet.
This should be displayed so the whole class can see the
results. Award the game points based on the results as
explained in the Instructions. After a minute or so cover up prices and award game points for that round. Keep a run-
the scoring results until the end of the next round. From this ning total of each company’s game points. After the final
point on, the competition to win, or for small prizes, takes round award small prizes (i.e., candy) to the winners and
over, and students continue to put together the winning debrief with a discussion based on the questions provided
combination of characteristics for their new product in Table 6.
modification.
In the event of a tie in selling price in a given round each
team with the same selling price earns the appropriate game Bidding for Buyers Game Execution Rationale
points. To score ties, stop awarding points once three com- A newly modified portable media device was selected as the
panies have been awarded game points or you reach the product to introduce to the marketplace. The functionality
fifth lowest selling price, whichever comes first. After each of this kind of product is generically understood well
round of bids (five in total), continue to post the selling enough so that significant details about the product are not

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Vander Schee 255

Table 3. Definitions
by the same instructor. A survey asking for student percep-
Relative advantage: The degree to which the innovation appears tions regarding the effectiveness of the Bidding for Buyers
superior to existing products. The greater the perceived relative game and debriefing session or the class lecture alone cover-
advantage of the innovation, the sooner it is adopted. ing the same material was administered during the subse-
Compatibility: The degree to which the innovation fits the quent class meeting 2 days later. The survey items adapted
values and experiences of potential consumers. The more
from Vander Schee (2011) are provided in Table 7. This was
compatible the innovation is with the lifestyle and technological
infrastructure available to the public, the sooner it is adopted. done to determine whether the game and debriefing session
Complexity: The degree to which the innovation is difficult to along with the lecture or just the lecture was viewed more
understand or use. The easier the innovation is to use, the positively in terms of increasing class participation and
sooner it is adopted. enhancing student motivation.
Divisibility: The degree to which the innovation may be tried on Student responses were recorded using a 5-point Likert-
a limited basis. The shorter the required service contract, for type scale where 1 = strongly disagree and 5 = strongly agree.
example, the sooner it is adopted. Students were also asked to provide written comments to
Communicability: The degree to which the results of using the elaborate on their quantitative responses. Demographic data
innovation can be observed or described to others. The more
such as sex, major, and year of study documented on the sur-
visible the innovation, the sooner it is adopted.
vey were tabulated using SPSS. Paired samples t-test analysis
Source. Adapted from Armstrong and Kotler (2011). was used to see if student responses differed based on content
delivery format, namely the game and debriefing session
after the lecture or just the lecture. Written responses were
coded by the most common themes expressed by the respon-
necessary. The focus of the activity was on the new product dents and then tallied for frequency.
characteristics, not on product specifications. The newly
modified aspect was developed to make the product appro-
priate to the price-conscious early and late majority adopter Confirmatory Study
categories. Other market segments and the corresponding In the most recent semester of this study two sections of
changes needed in the game to reflect them were addressed Principles of Marketing participated in the game and debrief-
in the debriefing session as described in the Discussion sec- ing session following a lecture whereas one section only
tion. received a lecture on the same material. A 10-question multi-
The five features were designed to reflect the five new ple-choice quiz (see the appendix) was then administered in
product characteristics that influence rate of adoption, the next class meeting. The reliability (Cronbach’s alpha) was
namely, relative advantage, complexity, compatibility, divis- rather low with α = .517, which is not unusual for a multiple-
ibility, and communicability. Relative advantage for exam- choice assessment with only 10 items and thus has limited
ple was listed using an Industry Standard Index. This allowed reliability. An independent samples t test was conducted to
students to see that a measure is quantifiable yet for the sake determine if the game and debriefing period following the
of providing simplicity in the game, further details are omit- lecture was more effective in improving student comprehen-
ted. It also encouraged students to focus on strategy and sive regarding new product characteristics that influence rate
application more so than feature mechanics. Having students of adoption more so than a traditional lecture alone. Effect
compete in teams strongly encouraged interaction and the size analysis using Cohen’s d as a standardized measure was
incentive to win gave them a collective responsibility to then used to make comparisons between the difference in quiz
learn the concepts such that they could contribute meaning- score (direct measure of learning) and individual survey items
fully to the team. Those who were unsure of particular ele- (indirect measures based on student perceptions). Each analy-
ments could seek clarification in the social safety of their sis in this study was conducted at the .05 alpha level.
own team. Organizing the game with five rounds of bidding
was designed to overcome the guessing that would occur if
there was only one round. Allowing teams to examine the Results
results of prior rounds encouraged them to set a strategy for Primary Study
future bids. This also encouraged students to anticipate the
actions of competitors, very much the situation in an actual The survey was completed by 300 students. Gender was bal-
marketing setting. anced in survey respondents with 43% female. Most of the
students who completed this survey were in a business-
related major with 48% in Business Administration, 18% in
Primary Study Accounting, 5% in Marketing, 15% in Other Business, and
This study was conducted at a small private college over six 14% in Other Non-Business. Self-reported year of study was
semesters using 14 sections of the Principles of Marketing centered on middle-year students with 13% freshman, 31%
course with an average class size of 24.3 (SD = 2.6) taught sophomore, 47% junior, and 9% senior. Table 7 displays the

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256 Journal of  Marketing Education 34(3)

Table 4. Selling Price List


Relative Advantage Compatibility
a
Ind Std Index Selling Price ($) Feature Selling Price ($)

−65 10 A. Significant lifestyle adjustment, limited local infrastructure 10


−60 15 B. Significant lifestyle adjustment, moderate local infrastructure 20
−55 20 C. Some lifestyle adjustment, limited regional infrastructure 30
−50 24 D. Some lifestyle adjustment, moderate regional infrastructure 55
−45 27 E. Some lifestyle adjustment, regional infrastructure in place 80
−40 30 F. Limited lifestyle adjustment, moderate national infrastructure 90
−35 33 G. Limited lifestyle adjustment, national infrastructure in place 100
−30 37  
−25 40  
−20 43  
−15 46 Divisibility

−10 49 Feature Selling Price ($)


−5 52 A. Two-year service contract, no rebate offer 10
0 55 B. One-year service contract, 10-day free trial, no rebate offer 35
+5 58 C. One-year service contract, half rebate offer 45
+10 61 D. Six-month service contract, 10-day free trial, half rebate offer 55
+15 64 E. Six-month service contract, rebate offer 65
+20 67 F. No service contract, 10-day free trial, rebate offer 75
+25 70 G. No service contract, 60-day free trial, rebate offer 100
+30 73  
+35 76  
+40 79  
+45 82  
+50 85  
+55 88  
+60 91  
+65 94  
+70 97  
+75 100  

Complexity Communicability
b
Rating Index Selling Price($) Feature Selling Price ($)
100 10 A. Limited to home use 10
90 14 B. Limited to home use, fashion accessory 25
80 18 C. Can be used in home or auto 40
70 22 D. Can be used in home or auto, fashion accessory 55
60 26 E. Can be used in home or auto, social network provided, 70
fashion accessory
50 30 F. Universal use, social network provided 85
40 35 G. Universal use, social network provided, fashion accessory 100
30 42  
20 48  
15 55  
10 60  
5 70  
3 80  
2 90  
1 100  

a. Ind Std Index = Industry Standard Index where 0 is equal to the industry average.
b. Rating Index = Consumer research rating where 1 means minimal learning needed and 100 means several days needed to master use.

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Vander Schee 257

Table 5. Auction Record

Round One Index/Feature Selling Price Round Two Index/Feature Selling Price
Relative advantage Relative advantage  
Complexity Complexity  
Compatibility Compatibility  
Divisibility Divisibility  
Communicability Communicability  
Total Total  
Round Three Index/Feature Selling Price Round Four Index/Feature Selling Price
Relative advantage Relative advantage  
Complexity Complexity  
Compatibility Compatibility  
Divisibility Divisibility  
Communicability Communicability  
Total Total  
Round 5 Index/Feature Selling Price  
Relative advantage  
Complexity  
Compatibility  
Divisibility  
Communicability  
Total  

Table 6. Discussion Questions they would change about the game for future classes. Table 8
1. How would you bid differently if the target market was displays a summary of the themes extracted from the most
innovators? Laggards? common comments.
2. How should the game point system change if the target market As seen in Table 7, the survey items related to class par-
was innovators? Laggards? In either case would there be any ticipation clearly indicate that Bidding for Buyers encour-
point to the game? aged class participation (M = 4.55) more so than just the
3. With an actual new product innovation which of the five traditional lecture (M = 3.29). Students also rated the items
characteristics would contribute the most to selling price? Was a positive experience and Enhanced my learning expe-
Why?
rience significantly higher for Bidding for Buyers com-
4. Which innovation characteristics are more influential for
pared with the lecture alone. As displayed in Table 8,
services? Goods?
5. The lower the selling the price, the less consumers have to
student responses regarding what they liked about the game
commit to try it. Does this aspect of divisibility matter more frequently addressed increasing participation. Represen-
or less to innovators? tative sentiments include I liked the game because we used
6. Does communicability matter more to innovators, the majority, strategy, planning, group orientation, and got everyone
or laggards? involved and The whole mechanics of the game were very
7. How can an innovation offer greater relative advantage and a engaging.
lower selling price? Table 7 also displays the survey results with items relat-
8. Given the target market, is the cheap product penalty an ing to student motivation. In each case the average response
accurate reflection of actual consumer behavior? If no, what was significantly higher for Bidding for Buyers than just the
would be more appropriate criteria?
lecture. In general students indicated a preference for the
9. Did the average industry selling price over the course of
five rounds follow the typical pattern found in the actual game (M = 4.44) over the lecture (M = 2.84). More specifi-
marketplace? cally they rated Increased my enthusiasm for the course and
Encouraged me to learn the concepts significantly higher
for Bidding for Buyers as well. Student comments regarding
motivation to learn ranged from, I actually had to pay atten-
survey results. Students were asked to provide written com- tion since there were prizes involved, to The game got us
ments regarding what they liked or disliked about the game, excited and kept us all involved, and To play the game I had
how the game enhanced their learning, and what, if anything to learn the definitions.

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258 Journal of  Marketing Education 34(3)

Table 7. Student Perceptions Based on Content Delivery Format (n = 300)

Gamea Lecturea

Survey Item M SD M SD Diff. t p Cohen’s d


Encouraged me to participate in today’s class 4.55 0.680 3.29 0.902 1.27 20.43 .000 1.577
Was a positive experience 4.54 0.773 3.61 0.891 0.93 15.68 .000 1.115
I prefer learning concepts using the game/lecture 4.44 0.842 2.84 1.056 1.59 18.16 .000 1.675
Increased my enthusiasm for the course 4.31 0.863 3.30 0.874 1.02 17.05 .000 1.163
Enhanced my learning experience 4.29 0.873 3.61 0.849 0.68 10.43 .000 0.790
Encouraged me to learn the concepts 4.22 0.852 3.73 0.829 0.49 7.81 .000 0.583
Helped me better understand the concepts such 4.07 0.948 3.67 0.846 0.40 6.02 .000 0.445
that I could explain them to a friend
Clarified any confusion I had about the concepts 4.06 0.914 3.78 0.912 0.28 4.10 .000 0.307
a. Level of agreement mean rating with Likert-type scale where 1 = strongly disagree and 5 = strongly agree.

Table 8. Student Written Feedback Summary


1.  What aspects, if any, of the Bidding for Buyers game did you really like?
  The competition provided an incentive to master the material (33%)
  Working in teams allowed students to help each other increase concept understanding (16%)
   Using logic and strategy was required in each round (9%)
   Applying the concepts in a simulation made the learning interactive (6%)
   Debriefing afterward forced students to demonstrate that they understood the material (5%)
2.  What aspects, if any, of the Bidding for Buyers game did you really not like?
   None (meaning they liked everything) (53%)
   Positive comments provided (even though the opposite was solicited) (21%)
   Initial explanation was not clear (13%)
  Too much focus on pricing, not product characteristics (13%)
3.  What aspects of the Bidding for Buyers game enhanced your learning experience?
   Directly using the concepts in the game (35%)
   Application to a real-world setting (23%)
   Students had to understand the concepts to be successful in the game (19%)
   Repeatedly focusing on the characteristics in each round (17%)
4.  What, if any, would you change about the Bidding for Buyers game?
   None (meaning they would not change anything) (74%)
   Positive comments provided (even though the opposite was solicited) (12%)
   Be more thorough in the initial explanation of how to play the game (9%)
   Deter teams from simply focusing on price and not the characteristics (5%)

Student perceptions regarding their learning of the mate- Confirmatory Study


rial, an indirect measure of learning, as displayed in Table 7
suggests that Bidding for Buyers was a more constructive Active learning exercises often do not use assessment to
experience. Students more strongly agreed that the game, demonstrate that students actually learned anything, particu-
Helped me better understand the concepts such that I could larly in comparison with a more traditional approach (Young,
explain them to a friend (M = 4.07) compared with the lec- Caudill, & Murphy, 2008). Therefore, in the next class meet-
ture alone (M = 3.67). They also indicated that the game, ing after the game an unannounced 10-question, multiple-
Clarified any confusion I had about the concepts (M = 4.06) choice quiz was administered (see the appendix). The results
to a greater degree than the lecture (M = 3.78). Student-written of that quiz show that those who participated in the game and
feedback supported these general perceptions by specifically debriefing period after the lecture scored significantly higher
addressing improved student performance. An example (n = 49, M = 6.49) than those who were only exposed to the
includes Instead of just listening to the definitions with exam- lecture (n = 36, M = 4.44), t(83) = 4.72, p < .001.
ples in the lecture we had to directly apply the concepts to the It is possible that those who experienced the game and
game creating a deeper understanding. debriefing period scored higher on the unannounced quiz

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Vander Schee 259

because they were predisposed with having higher academic Lepkowska-White, 2009). However, adding a competitive
achievement. However, the results of an independent sample element helps students focus their energy to reach a common
t test showed no significant difference in cumulative grade goal. This was certainly the case in Bidding for Buyers as
point average between those who were exposed to the game students had an incentive to do well. The fact that this was a
and debriefing period (n = 49, M = 2.99) and those who were competition for one team to win was enough motivation to
only exposed to the lecture (n = 36, M = 2.96), t(83) = 0.34, excel considering the nominal nature of the small prizes
p = .738. Thus, the difference in quiz scores can be attributed (i.e., candy) on the line. Survey results indicate that Bidding
to the pedagogical approach taken in the prior class period. for Buyers encouraged class participation and enhanced stu-
dent motivation. Thus the game met its first two objectives
for instructors. Beyond merely viewing the game as enjoy-
Effect Size and Constructive Feedback able, students also appreciated the interaction and reflection.
The data in Table 7 show that the effect size for the first four The effects of the game are not only limited to the experi-
items on the survey were large (Cohen’s d > 0.8) whereas the ence of the class period when the game was played. This type
next two items were medium (0.5 < Cohen’s d < 0.8). The of active learning approach where students become more
final two items which represent indirect measures of student involved also generates more interest in the course content
learning, namely Helped me better understand the concepts (Frontezak, 1998; Sautter, 2007). Survey results confirm a
such that I could explain them to a friend and Clarified any similar finding for Bidding for Buyers as the average rating
confusion I had about the concepts had a small effect size for the survey item, Increased my enthusiasm for the course,
(Cohen’s d < 0.5). The effect size (Cohen’s d = 1.041) for the was rated significantly higher for the game (M = 4.31) than
difference in quiz scores between those who experienced the the lecture (M = 3.30). Benefits can carry on long after the
game and debriefing session after the lecture compared with game is finished (Vander Schee, 2007b).
those who experienced just the lecture was large. When asked to provide written comments about the game
Some students provided constructive feedback regarding the most common responses as listed in Table 8 centered on
potential improvements to the game for future consideration. the benefits of using a competition (33%), working in groups
These included specific recommendations such as allowing (16%), using logic and strategy was required (9%), making
the groups to debrief individually before drawing in the whole application of the concepts (6%), and enhanced learning dur-
class, using a line graph instead of just a spreadsheet to show ing the debriefing session (5%). Additional representative
trends in prices, and at times students started to focus on just comments include I liked the group aspect and if I didn’t
getting the feature costs to total to a particular price rather than understand something my peers could show me; I loved
consider the contribution of each characteristic. These sugges- working in groups for competition–we worked well together
tions are helpful in getting students to think critically about the and learned more from each others’ perspectives; It helped
game itself during the debriefing session as discussed below. me to understand the concepts and what marketers really do,
the competition got us all excited about the concepts and
kept us all involved; and The debriefing helped me to connect
Discussion the concepts to my experience.
In Bidding for Buyers, students made clear connections
between new product characteristics and consumer rate of
adoption. Price setting was used a proxy for a more complicated Debriefing Session
process whereby students could see how new product charac- The debriefing session provides a comfortable setting for
teristics influence the rate of adoption. The in-class experience students to reflect on the experience and dialog about what
provided a nonthreatening environment where everyone could they have learned (Paladino, 2008; Peltier, Hay, & Drago,
benefit from the explanations students made with each other in 2005). This is where students have the opportunity to dem-
teams and then in the debriefing session with the class as a onstrate what they have learned and to seek clarification
whole. Having seven teams competing provided an incentive about concepts that still may be unclear. In this case, analyz-
for students to try their best and to really understand the con- ing various aspects of the game itself was instrumental in
cepts such that they could make ready application. Social loaf- making application of the new product rate of adoption
ing, which is a common challenge in group work (Aggarwal & characteristics.
O’Brien, 2008) was also minimized in that the group exercise The debriefing session included nine questions, listed in
only lasted for one class period and prizes were used as an Table 6. The first two questions ask about player and game
incentive. Specific outcomes regarding the game experience rule modifications based on a different target segment. Students
and debriefing session are provided below. who understand characteristics associated with Innovators
quickly determine that maximizing new product features is
advantageous. Thus, the scoring in that case should be modi-
Game Experience fied to reflect the most points going to the highest bidding
To some degree increasing participation occurs naturally price. For any team that did not figure out the strategy in the
when students are assigned to work in teams (Parsons & first round would certainly do so in the second and, thus, with

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260 Journal of  Marketing Education 34(3)

every team bidding the highest possible price there would be Results of the quiz administered in the next class meeting
no point to the game. The same scenario would play out for confirmed student perceptions as students who participated
the Laggards category with the focus and scoring rewards on in Bidding for Buyers scored significantly higher than those
the lowest bidding price. This helps students see the logic who only experienced a lecture covering the same material.
behind the scoring used for the price-conscious early and late This is a notable finding compared with other studies where
majority adopter category. students were indifferent about their participation in a simu-
The third question in the debriefing session asks about lation game or found it more enjoyable but then they did not
which of the five characteristics contribute most to the selling perform any better than a control group of students who
price with an actual new or newly modified product. Students covered the same material in a regular format (Bobot, 2010;
provide various responses, however at some point the dynamic Dolvin & Pyles, 2011; Grandzol & Wynn, 2011). The game
nature of Relative advantage is noted. Thus, it is a continuous met its third objective for instructors regarding demonstrated
cost center as companies strive to match any improvement student learning and thus makes Bidding for Buyers a valu-
developed by competitors. This conversation is revisited in able teaching tool in marketing education.
Question 7 which asks about how an innovation can offer Students had no cues regarding their learning from the
greater relative advantage and a lower selling price? Concepts activity when they completed the survey. Nor did they know
regarding market penetration and economy of scale from a that they would be assessed on the material the next time the
previous chapter are revisited to explain how this can be class met. This may partially explain why the indirect measures
accomplished. Students often spend time discussing which of of student learning, namely the last two survey items were
the other four features can be compromised in favor of relative small compared with the standardized direct measure (i.e., quiz
advantage, which is often related to the product category. scores). The absence of cues regarding actual learning may
The Cheap Product Penalty is addressed in Question 8. explain why the results here are contrary to those found by
Students typically agree that a difference in price by a few dol- Bacon (2011) where students perceived that they increased
lars does not really dissuade customer purchase. Consumers will their learning but the direct measures of such learning proved
only have feelings of deficiency, lack of popularity, poor ser- the contrary. Thus, student perceptions may be influenced by
vice support, or outdated model when the product is priced performance feedback. When none is offered they do not have
marginally less than competitors. Thus, the penalty should only any external reference for comparison. Given the high level of
be enforced when the lowest bidding team is at least 20% lower engagement and enjoyment, students may assume that these
than the next lowest price bid. This would be applied to any active learning approaches are too fun to be educational.
round, not just after the first time a team qualifies for it. Rather Another consideration worthy of discussion is the time on
than actually change this rule for future administrations of the task. Students who only experienced the lecture spent approxi-
game, it is helpful to retain it for the sake of providing a lively mately 10 minutes covering the characteristics and their
discussion regarding its application in the debriefing session. influence on new product rate of adoption. Students in the
In addressing the last debriefing session question the experimental group spent an additional 45 minutes covering
instructor shows the average selling price per round. The the material via the game and debriefing session. Thus, it is
typical pattern is for the price to lower round by round with possible that the additional time dedicated to covering the con-
the fourth and fifth rounds rather close. Although this can cepts may account to some degree for the increase in direct
vary every time the game is played, regardless of the pattern, measures of student learning. The fact that students found this
it can lead to a fruitful discussion regarding pricing with new additional time an enjoyable experience helps explain the pos-
products or newly modified products introduced to the mar- itive outcome regarding the indirect measures of student learn-
ket. Not only does this make the activity more realistic, it ing even though the standardized effect size was small.
provides another opportunity to review concepts related to Hamer (2000) suggests that experiential learning activi-
gaining market share, consumer perceptions, and pricing. ties should be more broad based, give students greater con-
The debriefing session is an integral part of the activity. trol over their learning, and endure longer than a traditional
The game itself provided a relaxed, yet competitive atmo- lecture. The Bidding for Buyers game is reflective of these
sphere to enthuse and engage students in the learning pro- requirements in that students were engaged, used concrete
cess. And in the same spirit as the activity by Makienko examples of the concepts, and spent more time on task than
(2009), Bidding for Buyers helped students transition from a they would simply listening to an explanation from the
mode of memorization to one of understanding and applica- instructor. The debriefing session provided further reflection
tion. Again, the debriefing session in particular afforded stu- on the concepts and their application in the game and then to
dents the opportunity to demonstrate their understanding of the real-world setting. This process helps to focus students
the material by making application to other settings. on the learning objectives of the activity (Hatcher & Bringle,
2000), in this case, increased comprehension of the charac-
teristics that influence the adoption rate of new products.
Measures of Student Learning The game also fostered elaborative verbal rehearsal where
The results of the student survey also indicate that students students were encouraged to not only remember the important
perceived an increase in their understanding of the concepts. points regarding the concepts with repetition but also to be

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Vander Schee 261

creative in their selected strategy to perform at a higher level undergraduate marketing course or assessment in larger class
as a team (Simpson, Olejnik, Tam, & Supattathum, 1994). sections. Students could also be asked to modify the rules to
They were then instructed to explain their rationale among more accurately reflect an actual marketplace where modi-
teammates to demonstrate that they understood the concepts. fied new products are introduced and then play the game a
Although this was not assessed directly, student comments second time with the rule modifications in place. Finally,
suggested that the degree to which this took place varied by assessment of student learning could be enhanced by increas-
team. Even though some students may not have consciously ing the reliability of the unannounced quiz.
processed that they were using a particular technique to
increase their learning, they did in fact achieve so as demon-
strated on the direct learning assessment. Conclusion
The results of this study are significant but there are things Active learning exercises can require more commitment from
to consider when making direct application to the Principles instructors; however, the outcomes regarding student partici-
of Marketing course. The study was limited to one institution pation and engagement are worth the time and effort put into
and one instructor using the game for six semesters. The pri- their development and execution. In this study students found
mary study may suffer from retroactive construction of details the Bidding for Buyers game increased their participation and
to conform to the implicit appraisals in that students provided interest in the course material. This can have a carryover
their perceptions of the two teaching approaches only after effect to other in-class learning situations (Vander Schee,
both were complete. Thus students may remember the lecture 2007b). However indirect measures, such as student percep-
less favorably as a result of experiencing the Bidding for tions have not demonstrated actual learning in previous stud-
Buyers game and debriefing session after the lecture. The ies (Bacon, 2011; Clayson, 2009). The demand for direct
increased time devoted to mastering the concepts in the measures will likely not decrease over time as various entities
experimental setting may also confound the results as time on expect greater accountability in higher education.
task is not accounted for in the analysis. The confirmatory The Bidding for Buyers game demonstrated an increase in
study assessing student comprehension was also limited to student learning using a direct measure even though the stan-
only 85 students. Perhaps with a larger pool of students the dardized effect size of the indirect measure was not as strong.
results could be more generalized. This provides benefits to students who find the activity a
One concern that came up in the written comments was positive experience and display a greater mastery of the con-
that some students focused more on price than on applying cepts. The benefit for instructors lies in having students
the five characteristics to the bidding situation. To address enjoy the classroom experience which can translate into
this in the future, the instructor will require a logical expla- higher student evaluation of teaching. The positive student
nation regarding team strategy from the winning teams as a learning outcomes should serve as an impetus for future
requirement before actually awarding the prizes. Other research regarding active learning classroom activities and
future research could focus on adaptation to an upper level direct measures of student learning.

Appendix
Bidding for Buyers Game Quiz

  1. The degree to which the innovation fits the values and experiences of potential consumers is called _____.
A) Compatibility B) Relative advantage C) Communicability D) Complexity

  2. Price matters least to this adopter category.


A) Early adopters B) Laggards C) Late majority D) Innovators

  3. Communicability is best demonstrated by _____.


A) Family vacation planner service B) Home entertainment theater
C) Consumer portable media device D) Business office financial management system

  4. Lowering the price of the innovation increases its _____.


A) Compatibility B) Divisibility C) Relative advantage D) Communicability

  5. Which one is not a reason why Laggards delay innovation adoption?


A) Tradition is irrelevant B) Lack of resources
C) No perceived value D) Fear of debt

(continued)

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262 Journal of  Marketing Education 34(3)

Appendix (continued)
  6. When complexity is higher _____.
A) The rate of adoption is higher B) The rate of adoption is much higher
C) The rate of adoption stays the same D) The rate of adoption is lower

  7. Opinion leaders are mostly found in the adopter category _____.


A) Late Majority B) Early Adopters C) Innovators D) Early Majority

  8. The higher the communicability of the innovation the higher the rate of adoption because _____.
A) It fits with the values of society B) The price comes down more quickly
C) Quality is reflected in the product offering D) The results can be described to others

  9. Relative advantage contributes most to selling price because _____.


A) Technology requires significant lifestyle adjustment
B) Consumers want products that are easy to understand and use
C) Competitors quickly match unique features
D) It requires a huge investment in advertising

10. The fastest way to have the Late Majority adopt more quickly is to _____.
A) Implement a free trial period B) Focus on informative advertising
C) Increase salesperson efforts D) Use a celebrity in promotions

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