The acquisition of skills does not occur with the mere identification of their need or lack, but repeated practice is necessary to gradually acquire the set of behaviors and tools necessary to carry out a task correctly. In other words, it is a process that requires a conscious, intense and continuous effort in which the binary action-reaction or effort-result is fundamental.
In this case, we propose that academic planning integrate content objectives and competency objectives.
The development of student skills is a process that requires continuous work during the successive semesters in which the educational program is developed.
And in each of the cases the simulations can be carried out individually or by teams. The methodology is flexible because each case is different.
The transformation of the Educational Model undoubtedly requires the transformation of the teaching body. Only if the transformation of the team is assumed will it be possible to change the educational model.
The inertia is too strong. The most relevant required changes are:
It is a physical or virtual space where students can experience the decision-making of a company's senior management, complementing their theoretical training in an interactive and dynamic way, playing different roles and assuming the leadership of the company or of a specific area. At the same time, they will discover the impact of their decision-making process as a team on the results of their company, contrasting them with the results obtained by their competitors (other teams) within an environment that will change according to market conditions.
On the other hand, teachers will be able to observe and evaluate the behavior of work teams in real time by controlling simulation environments, providing constant feedback to students regarding their performance as future business professionals.
From Company Game we advise educational institutions for the design and implementation of a simulation laboratory, where both students and teachers will participate in extracurricular projects that involve the use of different simulators in teams, as well as interdisciplinary competitions and training practices for the development of managerial skills from their first years of studies.
The laboratory will be designed according to the needs of each educational institution, applying the technology required for the use of simulators.
As part of the implementation, competitions and role plays will be carried out, complemented by workshops on reinforcement and innovation methodologies, as well as analysis of real cases of success and failure in business decision-making.