Title M.E.E.T. - Management E-learning Experience for Training secondary school's students
Project Number 2010-1-IT1-LEO05-01079
Product Final versions of MEET BG software in different partners' languages
Title Final versions of MEET BG software in different partners' languages
Product Type others
Marketing Text Final version of the software MEET Business Game in Italian, English, French, Dutch and Portuguese. The product is available online subject to the registration to the link http://meet.thebusinessgame.it
MEET BG belongs to the category of Business games, a specific typology of serious game, that combines business simulations and games to support management and entrepreneurial training. So business games are all the simulations used to support managerial learning through an experience that involves competition and rules in the socio-economic environment.The business games may differ in the number of players, products, markets and levers of intervention (decisions), in the specificity of the organizational framework used, which can be functional or cross-functional, in the number of functional areas to manage or in the role, active or passive, played in the simulation model and in the frequency of decisions.
One or more users, or teams of users, take part in the game assuming the role of managers of a virtual company and should manage different business areas, or in the case of a single functional model, their business area. After the creation of virtual companies (represented by individuals or teams), the playing process of a business game includes the following fundamental steps:
• Analysis of market information (about the competitive environ-ment and market);
• Taking game decisions within a predetermined time period;
• Display and analysis of results.
This process is cyclical: after analysing the results, the participants take decisions for the next period; the business game triggers a new round of decisions-results and so on until the end of the game. For MEET project the partnership agreed to use mobile phones as market product.
Target group Two main target groups: learners and teachers. The BG was adapted in MEET project to be used in secondary education (EQF levels 4 - 5). A business game provides students with the opportunity to develop decision-making skills and improve confidence in situations of risk and uncertainty through the simulation of management practices across the enterprise in ever more complex real-life contexts. In short, the business game draws its strength from the union of theoretical and practical busi-ness aspects relating to strategic and operative management and from the combination of playful and serious training elements. Regarding teachers the MEET BG promotes the innovation in the teaching methodology by introducing learning by doing and the use of CLIL.
Result Final version of the MEET BG software in different languages.
Area of application
The MEET BG promotes and improve the attractiveness of Work Based Learning and in particular it represents an innovative work place simulation method to be used in school-based VET systems. Generally, in traditional teaching methods, the teacher transfers knowledge to the learner who is routinely exposed to long lectures. By contrast, the business game is a pedagogical and didactic model based on experience: the learner is not passive but active, and he/she collaborates with the teacher and other learners. As mentioned before, the use of the business game aims at teaching or, better, at training in management techniques and skills. The notions used to design the model of a business game are mostly technical and related to economic and management areas. This means that the player learns con-cepts which are also in manuals and explained through traditional lessons (ex-cathedra). The business game, however, compared to other approaches, proposes a teaching model based on learning by acting and doing (active learning) as it places the student at the centre of the educational process and he/she must face decisional problems directly rather than studying them from a book. Unlike traditional training, permeated by deterministic or probabilistic models, MEET BG prepares students to face and overcome the ambiguities and uncertainties of the real working environment. Indeed it considered the unexpected. Furthermore MEET BG promotes the curriculum development in line with reforms of education and training systems recommended by the EU.In fact, one of the ideas behind the MEET project and the testing activi-ties performed is the central idea of testing the usability of the BUSINESS GAME in a learning outcomes approach.
This chapter therefore, is dedicated to reporting the results of the BUSI-NESS GAME testing in terms of the identification of the advantages and benefits of expressing units in Learning Outcomes and in terms of the identification of examples of units expressed in learning outcomes that can be achieved through the BG. Indeed through the adaptation, the MEET BG was designed to promote the competency based training as well as the assessment of the units of LOs and the allocation oof ECVET points.