Enhancing student empathy
through the taxonomy of
significant learning
Theresa Billiot
Department of Marketing, Woodbury University, Burbank, California, USA, and
Lukas P. Forbes
Western Kentucky University, Bowling Green, Kentucky, USA
Abstract
Purpose – The purpose of this paper is to use Fink’s (2013) taxonomy of significant learning in a retail
marketing class to help rural, price-sensitive students develop empathy toward high-end urban customers
while becoming self-directed learners.
Design/methodology/approach – Using a 16-week pilot course, students developed a gaming
prototype and learned about the challenges of targeting those from a higher socioeconomic status.
Findings – Results indicate that educators using Fisk’ s taxonomy of signi ficant learning might be able to positively
influence the empathy that individuals on the lower end of the socioeconomic spectrum might feel toward higher-end
customers. In addition, qualitative data reflects how a majority of students acknowledged empathy as their weakness
but data also reveals how students plan to become continuous learners to improve their empathy in the future.
Originality/value – This paper has two key contributions. First, it shows how using a creative style of
teaching within a marketing classroom can influence a key characteristic that buyers would need to
successfully engage with higher-end clients. Second, it uses a new technique (gaming) in which to do so.
Keywords Empathy, Experiential learning, Gaming, Luxury retailing, AACSB, Employer needs
Paper type Research paper
Introduction
As the income inequality gap continues to grow in the USA (Hwang and Lee, 2017), an
interesting scenario could emerge where students do not understand shoppers from a
different socioeconomic threshold. Imagine, for instance, price-conscious college graduates
working for a marketing firm where they must develop marketing strategies targeting high-
end consumers who indulge in conspicuous consumption with luxury brands. These new
hires may resist creating this strategy because they do not understand these shoppers or
they may have a negative perception toward those who belong to higher socioeconomic
groups. This socioeconomic gap, therefore, could possibly stimulate negative feelings and
biases toward those with higher buying power. Because this economic gap continues to
increase in the USA (Da Costa, 2019), marketing educators must consider this type of
situation and design experiential courses where students can learn to become more open-
minded about consistently learning and targeting customers who are different from them,
especially if they desire successful marketing careers.
To pilot this concept, the current research study positions retail marketing students
enrolled at a rural university in an active learning environment where they design gaming
prototypes for luxury brands that target high-end urban customers. To support students
with understanding and connecting with dissimilar people, we designed this course by
applying the six tenets of Fink’s (2013) taxonomy of significant learning (TSL):
JIEB
14,1
130
Received 26 April 2020
Revised 22 July 2020
Accepted 5 August 2020
Journal of International Education
in Business
Vol. 14 No. 1, 2021
pp. 130-143
© Emerald Publishing Limited
2046-469X
DOI 10.1108/JIEB-04-2020-0033
The current issue and full text archive of this journal is available on Emerald Insight at:
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