TEACHING AND RESEARCH2019-01-23T10:18:40+00:00


Being a Professor in Executive MBA’s program and Executive Coach, gave me an opportunity to face big challenges in order to help executives reach their goals that mostly consist in “making a significant change/ difference in their professional lives”.
Well balanced academic and business approach in this kind of programs is what executives appreciate the most.

Through several years of academic and professional experience, exploring and studying different managerial concepts, I work with a methodology based on andagogical tools and experiential learning. This kind of teaching approach is far different from didactic teaching or classical pedagogy and focus on engagement at the personal and professional levels and mostly is applied to personal and organizational development as well as to change management programs.

In fact, “action learning” means “learning form action”. For participants, it is a process of realizing when you are experiencing difficulties and getting together with other people to eradicate the problem and learn while doing it.

Learning form action involves doing, reflecting on what is learned from the action, doing more, critical questioning, evaluating and much more. Until a successful plan is implemented. People always learn by being solution- and action-focused. Learning comes from reengineering your experience.


I develop my PhD in Innovation in Marketing in the Retail Sector. In my research I focus on impact of innovation in marketing on customer behavior and its four dimensions:

  • Involvement- engagement attachment
  • Satisfaction- experiential attachment
  • Loyalty- emotional attachment
  • Relative performance -evaluation attachment

I have a special interest in gamification applied to Fast Fashion Industry.
Currently I work with fast fashion retailers and influencers in order to analyze and establish the main gamification strategies used by different fast fashion distributors from the social and individual perspective.
I also try to determine how gamification strategies influence the consumers ‘ extrinsic motivations of purchase and consumers’ perceptions and use of different channels in the fast fashion sector (store, app, e-commerce, m-commerce, etc …).

Leadership Development Program

Center for Creative Leadership and CEU