{"title":"学生对实体零售研究实验室中模拟商店规划项目的看法","authors":"Dina Smith-Glaviana, Brian E. Martinez","doi":"10.1177/0887302X221084057","DOIUrl":null,"url":null,"abstract":"Student perceptions of a simulated store planning project set in a brick and mortar retail research lab were examined using the Concrete, Active, Primary-Abstract, Passive, Secondary Learning Potency Scales for Real and Simulated Situations by Bergsteiner and Avery (2014) as a framework. Quantitative seven-point Likert-type survey data (N = 30) and qualitative student reflection paper data (N = 27) were simultaneously collected and analyzed using SPSS and NVivo Qualitative Coding software. Students perceived the project’s environment and most of the activities performed within it as realistic or having a real-world connection, except for the large number of individuals involved in store planning, which led to an implication for designing simulated projects: To be concrete, simulated learning activities must have three specific tangible elements: a realistic environment (mock retail store), realistic activities (folding, hanging, and displaying merchandise), and realistic outcomes/consequences related to activities performed (increased or decreased foot traffic among visitors).","PeriodicalId":47110,"journal":{"name":"Clothing and Textiles Research Journal","volume":"23 1","pages":"26 - 42"},"PeriodicalIF":2.4000,"publicationDate":"2022-03-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Students’ Perceptions of a Simulated Store Planning Project Set in a Brick and Mortar Retail Research Lab\",\"authors\":\"Dina Smith-Glaviana, Brian E. Martinez\",\"doi\":\"10.1177/0887302X221084057\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Student perceptions of a simulated store planning project set in a brick and mortar retail research lab were examined using the Concrete, Active, Primary-Abstract, Passive, Secondary Learning Potency Scales for Real and Simulated Situations by Bergsteiner and Avery (2014) as a framework. Quantitative seven-point Likert-type survey data (N = 30) and qualitative student reflection paper data (N = 27) were simultaneously collected and analyzed using SPSS and NVivo Qualitative Coding software. Students perceived the project’s environment and most of the activities performed within it as realistic or having a real-world connection, except for the large number of individuals involved in store planning, which led to an implication for designing simulated projects: To be concrete, simulated learning activities must have three specific tangible elements: a realistic environment (mock retail store), realistic activities (folding, hanging, and displaying merchandise), and realistic outcomes/consequences related to activities performed (increased or decreased foot traffic among visitors).\",\"PeriodicalId\":47110,\"journal\":{\"name\":\"Clothing and Textiles Research Journal\",\"volume\":\"23 1\",\"pages\":\"26 - 42\"},\"PeriodicalIF\":2.4000,\"publicationDate\":\"2022-03-02\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Clothing and Textiles Research Journal\",\"FirstCategoryId\":\"91\",\"ListUrlMain\":\"https://doi.org/10.1177/0887302X221084057\",\"RegionNum\":4,\"RegionCategory\":\"管理学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q3\",\"JCRName\":\"BUSINESS\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Clothing and Textiles Research Journal","FirstCategoryId":"91","ListUrlMain":"https://doi.org/10.1177/0887302X221084057","RegionNum":4,"RegionCategory":"管理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"BUSINESS","Score":null,"Total":0}
Students’ Perceptions of a Simulated Store Planning Project Set in a Brick and Mortar Retail Research Lab
Student perceptions of a simulated store planning project set in a brick and mortar retail research lab were examined using the Concrete, Active, Primary-Abstract, Passive, Secondary Learning Potency Scales for Real and Simulated Situations by Bergsteiner and Avery (2014) as a framework. Quantitative seven-point Likert-type survey data (N = 30) and qualitative student reflection paper data (N = 27) were simultaneously collected and analyzed using SPSS and NVivo Qualitative Coding software. Students perceived the project’s environment and most of the activities performed within it as realistic or having a real-world connection, except for the large number of individuals involved in store planning, which led to an implication for designing simulated projects: To be concrete, simulated learning activities must have three specific tangible elements: a realistic environment (mock retail store), realistic activities (folding, hanging, and displaying merchandise), and realistic outcomes/consequences related to activities performed (increased or decreased foot traffic among visitors).
期刊介绍:
Published quarterly, Clothing & Textiles Research Journal strives to strengthen the research base in clothing and textiles, facilitate scholarly interchange, demonstrate the interdisciplinary nature of the field, and inspire further research. CTRJ publishes articles in the following areas: •Textiles, fiber, and polymer science •Aesthetics and design •Consumer Theories and Behavior •Social and psychological aspects of dress or educational issues •Historic and cultural aspects of dress •International/retailing/merchandising management and industry analysis