The purpose of this game is to introduce the competitive spirit of sales through an in-class simulation adapted to the Monopoly board game. The game is a fantastic and engaging way to instruct students about sales and marketing. By incorporating elements of competition, teamwork, and strategy into the classic Monopoly game, students can experience firsthand the challenges and dynamics of the sales process in a fun and interactive way.
This is a free downloadable document that provides instructions. The instructions for the simulation are downloadable and free.
Type of Material:
Simulation
Recommended Uses:
This is recommended as an in-class exercise for approximately 25 to 30 students but can be adapted to a smaller course. Teams are established for the simulation. The instructor can also play a role in the simulation.
Technical Requirements:
Mozilla/Firefox Version 134.0, Google Chrome
Identify Major Learning Goals:
Utilize competition, teamwork and strategy to better understand sales and marketing
Engage in a creative way to learn sales and marketing
Target Student Population:
Upper-level marketing students
Graduate-level business classes
Prerequisite Knowledge or Skills:
Basic understanding of sales and marketing and how the consumer influences each of these disciplines
Content Quality
Rating:
Strengths:
The game is flexible in that it can be modified to different size groups.
There are multiple roles for the students to play and roles for the instructor.
There are also many real world dynamics that can be introduced to keep the game current and relevant.
Using Monopoly as a basis, this could be a good learning experience for marketing and sales.
Pregame preparation is explained.
Concerns:
The instructor will have some prep work to complete prior to the game.
The instructor will need to make sure they have the necessary supplies as well as making sure the students fully understand their roles in the game.
The instructions say the game can be modified for a smaller course size using examples listed in Appendix A. An appendix was not included.
Examples of the Constable and Banker would be helpful, such as what to do in certain circumstances.
It would be helpful to know where to find a projectable image of the game, or if an actual board game could be used and projected overhead.
It would also be helpful to know if students are to use the money provided in the board game (this appears to be the case but could be clarified).
Potential Effectiveness as a Teaching Tool
Rating:
Strengths:
The game can easily be integrated into the curriculum.
It can be used as a support of the lecture and/or readings the students have previously completed.
The game could be completed in one or two class periods and with appropriate post-game discussion learning outcomes could be measured.
Simulations can be very effective learning tools, and this one incorporates both sales and marketing, as well as ethics.
The post game discussion/debrief is essential, as this is the opportunity to discuss strategies, reflect, and include theories and concepts.
Concerns:
The author did not provide learning objectives. The objectives were provided by the reviewer.
There was no prerequisite knowledge stated for the game.
It’s not clear exactly how the properties would be bought and sold in the simulation.
Part of the preparation should include information about fines, ethical violations, crossing territorial lines, and property tax assessment. How these are included in the simulation is not often clear.
Ease of Use for Both Students and Faculty
Rating:
Strengths:
The instructions are written in a clear and concise manner.
They are easy to follow and describe exactly what the instructor needs to have prepared for the students.
The instructions are in a Word document and the reviewer had no issues opening the document.
This could be an inexpensive way to introduce competitiveness, strategy, teamwork, marketing, and sales.
Concerns:
More detail is recommended as noted in some of the previous comments, as it may be difficult to make correct assumptions about what is intended for the simulation.
Although the game time/playing time is recommended at 20 to 25 minutes, there appears to be more upfront preparation needed to make this an effective learning experience.
It might have been nice to see examples of some of the signage, cards and promotional items discussed in the discussions.
Other Issues and Comments:
Overall, the game is a cool idea that I believe students will have fun and learn something at the same time. Good job!
Creative Commons:
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