Real customer. An international experience of role-playing in marketing as new didactic content
DOI:
https://doi.org/10.17561/ree.n1.2025.9068Keywords:
role-playing, real training experience, training cooperation, new actors, new training tools, applied learningAbstract
Teaching Innovation Project Based on the Application of Role-playing as a Training Experience in English for University Students of the Marketing Degree, Enhancing University-Business Relations.
The challenge involves a role-playing with students, real international clients, and executives from a renowned company. The student must set sales objectives, present a product line, and negotiate a sales schedule. This study aims to determine how university students perceive participation in a role-playing activity as continuous formative content over six academic years, where 57.2 % of the students had high expectations and 42 % had low expectations. After the activity, 92.8 % of the students reported having met their expectations, and 100 % reported high satisfaction and contribution to their training. The NPS indicates that 92.9 % of the students would recommend participating in the activity.
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