Selling & Finance Diplomas Profit Games and Simulations

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Build knowledge in half the time? 
 

4 features. The most important? Absolutely!

Combine content with action

The first step of an effective learning experience is that the learner acts to gain experience of what is being taught. What sounds more rewarding – only watching someone talking about financial decisions, or also make them yourself?
The pedagogy is more effective when you combine content-based learning with action-based learning by tests, tasks, issues, questions and decisions giving rise to further actions, questions, curiosity and interest. Rather than just consuming knowledge through videos or written content, learners earn on taking actions and experiment with what they learn to get increased knowledge.

Interaction and immediate FEEDBACK

The program gets you to act in many different ways.
- Before a test, task, question or decision, you can search for knowledge in teaching materials, as Facts, dictionary and in using calculation tools.
- After a decision, you show the changes and answer to questions.
- You get immediate feedback after each individual action and are able to correct thoughts and knowledge.

Show the CONTEXT

Especially in number-oriented topics as finance and with complex structures and patterns the feedback must show the answers in its greater context.
But in videos, teaching and exercise books of today, every exercise is an isolated island without having the opportunity to show the solution to a calculation and how that affects the business in total in various reports and key figures. Thus it is difficult for you too. You need ProfitGames to act and see consequences, contexts and learn.

Structured active spaced learning

How long does a course take? Give it a quarter at a time and reflect.
The learning time is individual but will be much quicker per time spent in ProfitGames.  
- But you should spread it over time with a structure.   
“Binge" learning is what students do when they cram for a test. It is better to spread the learning over time. Building new memory cells requires that you shift between activities and rest.
See evaluation of Harvard among others under Method.


Active Learning?
 

Comparative study: Active learning

In a study the Proceedings of the National Academy of Sciences (PNAS) conducted the largest and most comprehensive review of the effect of active learning on STEM (Science, Technology, Engineering and Mathematics) education. Students in a traditional lecture course are 1.5 times more likely to fail, compared to students in courses with active learning.
A graph of how students performed in active learning and lecture courses: The horizontal axis is the failure rate, and the vertical axis is the relative number of courses with that failure rate. Freeman et al, PNAS.

a traditional lecture course are 1.5 times more likely to fail, compared 
		to students in courses with active learning

The researchers behind the report in PNAS also point to the need for studies on which forms of active learning are most effective. A review from 2013 of ten commonly used learning techniques revealed that the majority only to a very limited extent strengthens student learning. Of the techniques examined, only two were judged to have good potential for sustainable learning.
1. One was to distribute active learning over time, distributed practice.
2. The other was test-based learning, practice testing.
They have been proven in recent research in many countries in terms of
1. spaced and
2. test-based learning.
The research is widely known, but not spread to and used in school.

See more about testing and spacing in Method.

ProfitGames is accordingly built on testing through decisions, questions, tasks and scenarios.

Action, feedback, context and reflection

New knowledge is created by putting experiences to tests repeatedly. Activity always wins over passivity. When you learned to ride a bike, you proceeded by trial and error, fell, picked yourself up and tried again. It was about interactivity and feedback. As an example learning how to drive a car and finding your way in the traffic requires a processing of experience. That is learning by doing and also learning by failing, to be able to do a wrong maneuver and immediately see the consequences preferably in a simulation.
On the way to a diploma you are confronted with and decide about events, adventures, decisions, tasks, quizzes and feedback in right doses. You get immediate response in report pictures etc. which visualize and put your experience into its financial context, in a way which exercise books cannot do. You solve problems and get immediate response in report pictures which visualize and put 
				your experience into its context and financial interrelationships
				which coourse literature and exercise books cannot do
Insufficient
In a classroom the teacher can instruct and summarize so that the students find the course "the best I have experienced". Teachers and teaching materials are to have a clear structure according to which knowledge is transferred. The students are responsible for their learning building on practice, 
						repetition and reflection. Teachers and educational media support them 
						by their teaching

Practical tools

Action-based learning means that you take what you learnt and put it into action. You use your technical skills of the simulation and calculation tools with reports and learning media both inside and outside courses and games. You shorten the training time and extend the knowledge. Making it where you are, anywhere, anytime and save the climate.

Gamification

A popular concept within active learning is gamification, which is related to "game" and should meet some requirements:
- There are targets specified in a scorecard.
- You get immediate feedback, which is a prerequisite for learning.
- You see the end results in a scoreboard which is built on during the years that your login is active.
- Other key elements include awards as diplomas with the possibility to reach higher levels.
- And preferably a social component that involves being able to discuss and compare with other participants.

OS! In classic business games as an example, the gamification is the main thing, not the learning.

To use a few more concepts, our courses are a mix of serious games, simulation based training, purposeful games, focused games, beneficial games, interactive based training, problem based training, case based training, game based training, scenario based training,  competency-based learning and blended learning at teacher-led instruction.


When is the pedagogy most effective?

See the fundamental patterns and structures of 
					finance to understand the whole and basic picture

See the structure

To create long term memory mnemonics it is about creating the structure of memory cells to put information into to become knowledge. You learn as soon as possible the fundamental structure of finance by putting your experiences into their right context.
Understanding context by seeing ongoing how the greater context and the big pictures are 
					related to the level of details

See the patterns in Action-Based learning

Colour and configuration is a recurring theme to facilitate the understanding. The human brain needs to see patterns. You do it in interaction with reports, key ratios, profitability charts, cash flow and calculation models.
Practices and games are based on an 
			interaction between the features and the whole, between the 
			parts and the whole structure in order to provide coherence

See the context

You see immediately how a specific action of yours at the level of detail affects the larger context. Your single decision, not made in clump, affects the company's accounts and key ratios. Practices and games build on continuously showing the connection between the detail and the whole in overall images.


Why are MOOCs not enough?

You no longer have to be at famous universities in the United States to get access to their lectures and instructional videos. They are freely available on the Internet as MOOCs (Massive Open Online Courses). Although it costs almost a fortune to enroll prestige universities. They know that quality teaching has to provide much more than MOOCs having filmed lectures.

They have an important role, when they have a clear structure with good rhetoric.

But especially in calculation-oriented topics it is about doing and reflecting in structured Active Learning. These learning styles must be possible here. Schools and universities that do not meet the requirements will vanish according to some assessors.

Active learning by putting experiences to tests repeatedly

According to Confucius: I do and I understand.
- Especially in number-oriented topics as finance with a clear structure.
- Therefore, all experiences must be shown in their context.


Do I have to learn?

Twenty years ago we laid approx. 25 minutes a week on "intentional" learning, mainly courses. According to a report from the World Economic Forum, many will have to spend much more time learning new competencies. Around 50% will have to spend 100 hours a year to build new skills and 25% over 400 hours per year. That is 2 - 10 hours a week.

Instead, too many spend too much time on social media and mobile phones. That has lead to that the annual GDP growth for the past 10 years averaged low 1.5%, while it was 3.5% before. Productivity has fallen dramatically and that in a time when technology and AI develop fast. Within 5 years, it is estimated that 40% of our jobs have disappeared or changed.

We simply all need to switch up and spend more time learning to keep us employable. There is a term called the "5-hour rule". Many successful people such as Bill Gates and Elon Musk spend at least 5 hours per week reading, reflecting and experimenting on new knowledge and ideas. We will all need to apply at least the 5-hour rule.

Research from LinkedIn shows that those who spend more than 5 hours on intentional learning a week are:
39% more productive.
23% more likely to get additional responsibilities.
47% less stressed.
21% happier at work.

Continuous learning becomes one of our most important competencies in the future.
(Origin Johan Skoglöf)


Trends in the finance function?

Use ProfitGames to meet a changed future.

* Digital transformation is changing entrepreneurship and employability.
- Account coding of business transactions will be taken over by AI in five to ten years.
- In addition to creating accurate financial reporting, there will be more focus on analysis and change.
* Companies decentralize responsibilities and powers.
- Business education is carried out in the most efficient way.
- Interest will be more focused on analyzing operations in simulations and calculations.
- Many manual processes with risks and errors will be replaced by accurate tools.
* Economics gives you the necessary knowledge you will benefit from your entire life.
- You will be stronger in the competition that is global.

Profit Games Financial Tools
 (C) 1990-2019

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