Please note! Course description is confirmed for two academic years, which means that in general, e.g. Learning outcomes, assessment methods and key content stays unchanged. However, via course syllabus, it is possible to specify or change the course execution in each realization of the course, such as how the contact sessions are organized, assessment methods weighted or materials used.

LEARNING OUTCOMES

After the course, the student can implement the knowledge (s)he has gained in his/her studies in industrial management and business into a holistic understanding of a business enterprise. (S)he can recognize the interdependencies of its the enterprise's different functions, as well as the role of strategy in business management. The student can prepare a business plan and use different management tools and techniques learnt in earlier studies and in practice.

Credits: 3

Schedule: 02.11.2021 - 11.12.2021

Teacher in charge (valid for whole curriculum period):

Teacher in charge (applies in this implementation): Mikael Öhman, Juuso Töyli, Aarni Huuskonen

Contact information for the course (applies in this implementation):

CEFR level (valid for whole curriculum period):

Language of instruction and studies (applies in this implementation):

Teaching language: English. Languages of study attainment: English

CONTENT, ASSESSMENT AND WORKLOAD

Content
  • valid for whole curriculum period:

    The game gives the students the opportunity to practice strategic, operations and growth management in dynamic international markets. In the business game, the students test their business knowledge and skills without real-life financial risks, and train decision making in management teams under time pressure.

Assessment Methods and Criteria
  • valid for whole curriculum period:

    Companies formed by teams of four students compete against each other in the same game. Decisions are made in a computer class during facilitated game sessions. All participants must be present all the time. In addition to passing the game, the teams have to write their game companies' business plans and de-briefing reports.

Workload
  • valid for whole curriculum period:

    Obligatory introductory lecture 2h, obligatory intensive facilitated business game sessions in a computer lab, duration 2 x 10 h, and independent work 60 h (getting acquainted with the game material and rules, preparing the business plan, and the de-briefing report). The course is taken in teams of four students. It is realized in the fall and in the spring terms.

DETAILS

Study Material
  • valid for whole curriculum period:

    The case description of the game is handed out at the starting lecture of the course.

Substitutes for Courses
Prerequisites

FURTHER INFORMATION

Further Information
  • valid for whole curriculum period:

    Teaching Period:

    II, IV (2020-2021, 2021-2022)

    Course Homepage: https://mycourses.aalto.fi/course/search.php?search=TU-C3050

    Registration for Courses: In the academic year 2021-2022, registration for courses will take place on Sisu (sisu.aalto.fi) instead of WebOodi.

    Course size is limited. If several students are equally suitable to participate but there is no room in the course, Sisu will draw lots between them.