Sectores de actividad · Educación y pedagogía

Learning by Doing — Designing the Capstone

A four-round executive-education design simulation set at Spree Executive Academy gGmbH, the custom L&D arm of a Berlin business school.

4 rondas Ejecutivo English, Español

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Sobre la simulación

A four-round executive-education design simulation set at Spree Executive Academy gGmbH, the custom L&D arm of a Berlin business school.

With nine days to redesign a rejected two-hour lecture, you must architect the capstone of Nordwind AG's “Leading Through Disruption” programme for 24 senior managers — under a hard 20-minute active-session cap, with a EUR 1,800,000/year contract and EUR 360,000 of fee tied to a 60-day transfer score that must climb from a baseline of 58 to ≥ 70.

Built on Grasselli's experiential/action-learning principles and Kolb's learning cycle, the simulation makes you (1) diagnose why “telling” fails on transfer and define a measurable transfer indicator, (2) select an experiential format — live role-play, decision-forum case, or computer-based crisis sim — trading engagement, fidelity, transfer potential and feasibility against the cap, (3) cast a mixed, partly skeptical cohort (three skeptics, two quiet experts, one dominant VP) and budget the 20 minutes between exercise and debrief, and (4) design an 8-minute structured debrief plus a 60-day transfer-measurement plan, then defend it.

The math rewards experiential design discipline — protecting reflection, casting deliberately, measuring transfer not satisfaction, and subtracting objectives — and punishes the five classic errors: reverting to telling, over-scoping the exercise, starving the debrief, random casting, and optimizing happy-sheets.

Final KPIs track the projected Transfer Score (vs. the 58 baseline and 70 target), Engagement across the cohort, Debrief Quality, and Time-on-Task discipline against the cap.

Para quién es

Una simulación avanzada para participantes acostumbrados a trabajar con los principales marcos y dilemas de la materia, pensada para formación de directivos y profesionales con experiencia.

Cómo funciona una sesión

  1. El docente crea una sesión desde el panel de Eureka e invita a los participantes.
  2. Los participantes juegan 4 rondas. En cada una envían sus decisiones y la simulación calcula los resultados.
  3. La simulación se puede jugar en: English, Español.
  4. El docente sigue el progreso y los resultados de cada participante desde el panel, y usa los resultados de la clase para el debriefing.

Decisiones que toman los participantes

Las decisiones que toman los participantes durante la simulación:

  • The capability gap the capstone must close
  • How you will define “transfer” at 60 days
  • How many learning objectives you load into the 20-minute capstone
  • The experiential format for the capstone
  • Active exercise minutes (the rest is debrief)
  • The single biggest failure mode you will mitigate
  • Who gets the decision-making seat?
  • How you neutralise the dominant VP
  • The crisis trigger and forced decision
  • Time-pressure intensity of the live mini-run

Qué siguen los participantes

Lo que los participantes siguen en pantalla a medida que avanzan las rondas:

  • Transfer Score vs. Engagement

Temas que cubre

Diseñada para asignaturas de Educación y pedagogía.

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