Recently, Anastasia Savvina, the head of the marketing department, approached me with a request to design a workshop on the topic of "Target Audience." She wanted a format that would stand out and help her shine at any event.
Client: Anastasia Savvina
Industry: Marketing
Strategies: Andragogy, Gamification, Bloom’s Taxonomy, Kolb's learning cycle, Storytelling, Gamification
Tools Used: Interactive Simulation Mechanics, Question Matrix Methodology, Canva, Filmora, Voicemaker AI, PPT, GPT
Project Duration: 90 min
The primary challenge was to design an engaging, educational experience that teaches marketers the intricate process of constructing detailed target audience portraits. This skill is pivotal for developing effective marketing strategies but is often overlooked or oversimplified in traditional learning environments.
The solution was an immersive, interactive business simulation game where participants assumed the roles of professional profilers in a high-stakes scenario. The narrative unfolds in a construction company office where a crucial contract has mysteriously disappeared. Participants must use strategic questioning, based on an original question matrix methodology, to analyze suspects and identify the potential ideal client.
Conceptualization: The game concept was centered around engaging participants in a real-world task within a controlled, interactive environment. The objective was to teach through doing, employing an active learning model that puts participants in the role of decision-makers.
Character Development: 22 detailed character portraits were created, each meticulously designed to fit the ideal target audience profile based on various life circumstances, interests, and financial statuses. This diversity introduced complexity and required players to apply critical analysis and deduction.
Game Mechanics: The cornerstone of the game was the question matrix, an original tool developed specifically for this project. It guided the information-gathering process, teaching players to ask the right questions to reveal necessary details for constructing a detailed audience persona.
Learning Outcomes: The game was designed to not only entertain but also to impart practical skills. Players learned to synthesize information, make strategic decisions under pressure, and develop a nuanced understanding of target audience analysis.
This project successfully demonstrated the efficacy of interactive simulations in educational contexts, particularly in teaching complex marketing concepts such as target audience analysis. Players reported a deeper understanding of the strategic questioning process and appreciated the real-world applicability of the skills acquired.
Conclusion:
This immersive training not only exceeded its educational objectives but also set a new standard for what educational tools can accomplish. Its innovative use of immersive experiences and practical skill development promotes engagement, critical thinking, and strategic analysis abilities. The game's positive reception and measurable improvements in participants' competency make it a groundbreaking educational product, showcasing the immense potential of interactive simulations in professional learning pathways.
Client: Secondary School #16 (Vitebsk, Belarus)
Strategies: Andragogy, Gamification, Bloom’s Taxonomy, Kolb's learning cycle, Storytelling
Tools Used: PPT, Miro
Project Duration: 120 min
Project Overview:
This practical seminar was designed specifically for middle school principals, focusing on enhancing their ability to plan work tasks effectively through the principles of time management. The objective was to empower attendees with the skills to utilize various time management tools to boost productivity and reduce workload.
Objective:
The primary goal of this seminar was to teach school principals how to apply time management principles and actively use different tools for both personal and professional planning. This was aimed at helping them increase their own productivity, reduce excessive workload, and implement these tools in their day-to-day operations.
Outcomes Achieved:
By the end of the seminar, participants were able to:
Analyze where their time was being spent and how to reclaim it.
Prioritize tasks effectively.
Employ techniques for efficient time management.
Delegate tasks appropriately to focus on high-priority activities during work hours.
Key Topics Covered:
Participants engaged in a comprehensive curriculum that provided answers to crucial questions, such as:
Where does all the time go, and how can this be changed?
Which time management tools are best suited for my work?
Understanding Time Management (TM): Its importance and benefits.
Identifying and combating time traps.
An overview of TM tools, with practical examples and exercises.
Learning Approach:
The seminar employed a hands-on learning approach, encouraging participants to actively engage with the content through practical exercises and discussions. This method ensured that principals could directly apply the strategies and tools learned to analyze, prioritize, and manage their tasks more effectively in real life.
Conclusion:
"Mastering Time Management for School Principals" stands as a pivotal program in my portfolio, showcasing my ability to design and execute a learning experience that addresses the specific challenges faced by educational leaders. Through this seminar, participants were equipped with the knowledge and tools to enhance their time management skills, leading to improved productivity and a balanced workload. This project underscores my commitment to creating impactful learning experiences that drive real-world success and well-being for professionals in the educational sector.