A Study on Business Simulation Games as Marketing Learning Tools

The comprehensive study on experiential study of business simulation called “Games as a Marketing Learning

The comprehensive study on experiential study of business simulation called “Games as a Marketing Learning Method” which included Training Managers Management Marketing Skills was conducted by Mario Martinez Tercero and Francis Blasco. The study displays the effectiveness and viability of the use of business simulations in order to train the marketing professionals. Elgood Effective Learning, www.chris-elgood.com, is a fantastic supplier of business games for various types of development needs for all business sectors.

Business Simulation Games vs Traditional Models

The use of marketing-learning programs involve business games that were introduced using a MMTv6 model in order to prove these techniques related to experiential learning was in fact superior compared to the standard utilised methods in regards to training the marketing managers.

Based on the “Theory Of Experiential Learning” by David Kolb, the global bases “business management” study on simulation games was carried out in order to prove that the use of an experiential process in playing these business-simulator games assists marketing managers on learning the fields much faster, gaining experiences and practice in the ways not possible when compared to traditional types of teaching models.

Both authors of this study wanted to explain the new techniques in order to display how important it is to understand these findings as well as to show up definitive results that can be obtained through the use of the training approach in regards to using business-strategy games.

Abilities and Skills of a Potential Manager

This study endorses previous impressive findings in association with 5th year communication students that came from the School of Information Sciences from the Complutense University of Madrid. The random selections of the participants was used to make sure that the controlled groups were starting off at a levelled off knowledge field. This was followed by a placement testing to derive information on learning retention. These controlled groups were offered the traditional lessons while the experimental groups use the business-game learning exercises.

The results from these researchers found that “qualified” marketing managers require specific abilities and skills in order to accomplish their market associated tasks effectively. This also includes the abilities to analyse in an accurate way, projects, people and different situations. These managers should have the right skills in problem solving and a capacity to make decisions.

Managers should also have propensity that is firm for teamwork, relationship building and interpersonal communication. All the above mentioned skills were improved and enhanced when utilising business-simulation games in the form of an educational-tool and when using these tools to assess and analyse abilities and skills of a potential manager.

Experimental Group vs the Control Group

The verification process that was used for this experimental group is SPSSv14. The results which confirm the 1st BH1 (Basic Hypothesis) were revealing. The test measurements had been based on the problem solutions. Values of solutions provided in regards to the test participants are measured by the profit amount acquired by a company which was made on decisions that were instituted by a student who played this business-strategy game.

These “potential” profits attained due to the solutions of the students showed up that experimental groups were able to obtain amounts of around 825 million. The controlled groups who used the traditional training only generated profits of around 554 million.

Researchers discovered that the experimental groups were the ones to rate this training course much higher compared to students from the controlled group. An increase in the knowledge gained, was also higher from the pre-test to the post-test in the groups that used the “business simulation” games.

This hypothesis was compared using the “Perception Of Learning” tests that analyse the items that are connected with “Abstract Conceptualisation” and “Reflexive Observation” stages. The growth in regards to participants from the “experimental” group was analysed from the beginning to the final tests. The results showed up significant improvements when compared to the controlled group.

Students in the control group were only able to achieve positive results for the sections that related to organisation-of-information. This group showed up lower scores when they were asked to create, then test conceptual models of their own or designing experiments in order to test these ideas.

Business Simulation Games Prove More Effective

The group results reveal that with the 3rd Basic Hypothesis, the similar analysis techniques contrast these 2 independent experimental and controlled groups showing up results associated with specific experience as well as experimentation stages (active) of these tests.

The required abilities in order to become effective marketing mangers using these simulation games have proven to exceed expectations for higher achievements.