An Unconventional Gamification Training Program For MBA Students

Mr Puneet Maheshwari, Co-Partner and Trainer, Business Learning Pundit Gamification along with his colleague Mr Garg visited CHRIST, Lavasa on 14th August 2019 and addressed the first year MBA students in Management Block. He spoke about 'BL Pundit Gamification'; an unconventional gamification training program which is suitable for B School Management programs.

Mr Puneet explained the entire learning process and divided the students into Managers, Marketing, Finance and Production teams. The students were proactive and participated in the activities wholeheartedly.

The talk began with an introduction to Business Learning, which is pioneered by Transcendi - an International Consulting firm, headquartered in Scotland (United Kingdom). Then he explained `Business Simulation Game’, a technology driven educational tool that complements management courses and training programs across the B-Schools. Mr Puneet informed that business simulations are hands-on learning tools that involve competition between teams/participants.

The teams were allocated areas of responsibility across core business functions of a company. Each level included a 26-minute live business game, a 26-minute review session and a 26-minute planning session for the next level. Every minute of live action represented one week of operating the business, six months trading in 26 minutes; or two years trading in a matter of hours.

The activities facilitated Business Learning through BL Pundit Gamification Program. The game was broadly classified into modules such as LAUNCHER, which launched the player into the management world and introduced them to the core functions of any organization. The next stage was aptly called as GROWTH ENABLER. In this stage the player developed a better understanding of the overall functionalities of a company and tried his / her level best to make the company survive amidst disorder.

Then the students moved onto the next stage which was called as SHAKER. At this stage the player became an expert in handling instabilities and could self-strategize and execute the decisions of his / her company. The last stage was called as MATURER. By the time one reached this stage BL had equipped, enabled and empowered the player with the skills, knowledge and commercial awareness of what it takes to grow and scale a successful business. Thus BL PUNDIT proved to be an Entrepreneur and Intrapreneur in a true sense.

Consequently, BL Pundit; a simulated gamification platform, set in real life offered real life business learning. The game-like nature of business simulations was instantly appreciated by the MBA students. They were engaged in various activities and developed micro-learning skills resulting into holistic thinking, commercial acumen, decision-making, and strategic skills in a fun and an innovative way. The activity offered aspiring management graduates a real-time (virtual) business environment through the micro-learning engagement programs.
The entire process was in sync with the management curriculum for MBA students. The students and some faculty members were totally engrossed in the activities conducted by Mr Puneet Maheshwari. The talk was coordinated by CRM, Gp Capt JK Pandey.

Comments

  1. Gamification is a science that drives positive behaviours sustainably and helps develop desirable habits. It goes beyond points, badges and leaderboards by enabling every individual to optimize their potential in any field. The human-focused approach of gamification is much desired in multiple spheres of our life.
    Gamification in Business
    Top gamification companies

    Gamification in Learning
    Gamified Learning

    ReplyDelete
  2. Been using this gamification platform  to improve my fitness routine, and it's made exercising so much more fun!

    ReplyDelete

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