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Friday, November 8, 2019


Innovating Participant Experiences through Design Thinking
David Pierce, Indiana University-Purdue University Indianapolis)

Learn how to integrate design thinking into your classroom using this example from a senior capstone course where students were tasked with innovating the race experience for the “weekend warrior” at Lucas Oil Raceway at NHRA events. Gain exposure to design thinking methods that help students frame problems and ideate empathetic solutions to the challenges facing sports businesses today. Handouts and video content will be provided at the table. 

Semester-Long Gameday Entertainment Development and Execution
Jason A. Rice, North Central College

An overview of the execution of a 10-week long project in an undergraduate Sport Marketing course is presented. By the end of the course students would have planned all elements of a gameday experience for a NCAA Division III men’s volleyball competition.  Key benefits (student outcomes) of the project, instructor learnings and adjustments, and a schedule of activities will be shared.    

Athlete Branding and Sport Sponsorship Research Assignment
Olzhas Taniyev, Roanoke College

The main purpose of this assignment is for students to write an analytical research paper on athlete branding and sport sponsorship. Specifically, students will provide a summary of the relevant scholarly work and mainstream coverage concerning the topic. Students will identify a professional athlete who struggles with promotion of personal brand and propose three specific strategies (i.e., partnerships) that can strengthen this athlete’s brand image and, as a result, increase earning potential.

Smartphone-Based Virtual Reality (VR) in Event Marketing Courses
Steve Ross, Concordia University, St. Paul

This presentation provides an overview of several assignments using smartphone-based virtual reality (VR) in event marketing (or similar) courses. For these assignments, students immerse themselves in simulations using free VR apps and videos downloaded on a smartphone, and a VR Headset (e.g. Google Cardboard), to simulate environments that are difficult to experience in a classroom.  Take-away materials will include best practices, resources, and example assignments using smartphone-based virtual reality.

Flipgrid in Marketing Facilities & Event Management 
Carrie Taylor, Midwestern State University

This pedagogy presentation provides an overview of Flipgrid, a video response platform in Marketing Facilities. For this assignment, students were asked to choose one of the provided topic related to facility marketing and create a 4-5-minute video response. Required was a minimum of one outside peer-reviewed source and provide feedback to two peers with different questions. Finally, respond to one peer-response to your original post. Copies of the assignment and directions on how to utilize Flipgrid will be provided.

Leveraging Community Partnerships to Maximize Experiential Learning
Elizabeth A. Gregg, Jason W. Lee, and Jennifer Kane, University of North Florida

This presentation is an overview of an experiential learning project with THE PLAYERS Championship. Students enrolled in a Practicum course have the option of working at THE PLAYERS Championship to complete 70 field hours. Students setup merchandise tents prior to the start of the tournament and work in retail roles during the Championship. In conjunction with their time in the field student’s complete coursework designed to prepare them for their internship and the job market.

An Industry Analysis Activity: Rose, Bud, Thorn
Melissa Davies, Ohio University

This activity helps students understand the strengths (rose), opportunities (bud), and weaknesses (thorn) in a given segment of the sport industry in an interactive way. Following the reading of an industry report, students create a list of stats about the given industry segment (e.g., legalized gambling, Esports). In class, they will then work to position these stats into rose, bud, or thorn categories using color-coded sticky notes for visual cues and subsequent class discussion.

Personal Brand Marketing Role Play Exercise
Wonyul Bae and Andrew Miller, Ithaca College

This presentation provides an overview of a personal brand marketing role play activity. For this assignment, students represent Sport Agents. They are tasked with finding a way to make addition income, value, and increase their clients brand image after they retire from their sport using Personal Brand Marketing. Copies of this assignment will be provided at the symposium and ideas on how to best implement the activity in class will be evaluated.

BeWell Flyer Contest: Learning and Applying Technical Skills
Isabell Mills, University of Indianapolis

This pedagogy presentation provides an overview of a marketing flyer contest. Students are introduced to the basics of software such as InDesign and Photoshop by university athletic personnel. After a multi-class seminar, students are tasked with creating marketing material using InDesign and Photoshop for an employee wellness challenge on campus. Flyers are evaluated by instructor and campus wellness coordinator. Copies of the assignment and methods of implementation will be provided at the symposium.

Public Relations Campaign Project and Presentation
Sandra Shawver, Midwestern State University

This presentation provides an overview of a graduate student developed public relations campaign for a current issue or opportunity facing an existing sport organization. Students take on the role of a public relations director and develop a campaign inclusive of research, goals, publics, messages, communication channels and execution. Copies of the assignment will be provided at the symposium and recommendations on how to best implement the activity in an online class will be discussed.