Research Article
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A Research on Using Computer-Based Simulation in the Implementation of Marketing Concepts

Year 2020, Volume: 8 Issue: 2, 1 - 10, 26.10.2020

Abstract

In the light of technological developments, it is thought that simulations can be used in the application of the theoretical knowledge learned in marketing education. There are many studies on the effectiveness of simulations in practice. In this study, the benefits that can be obtained with the use of computer-based simulation in the implementation of marketing related issues are reviewed. It is aimed to complete the study with the findings, observations and suggestions obtained from the use of simulation for the implementation of marketing concepts. The research was carried out within the scope of the “Contemporary Marketing Issues” course. For the use of concepts related to marketing issues through simulation, a impementation group was formed with 30 people. After the application, face to face interviews were made about the simulation experience. In addition, students were asked to create reports regarding the processes and concepts experienced in the simulation. Links to the processes and concepts used in the reports were examined through Quantitative Content Analysis. Relational Approach Method and Machine Learning were used in the analysis. As a result of the research, it is concluded that marketing concepts such as Competition Strategies, Marketing Mix, Product Strategies, Pricing, Advertising, Sales and Market Analysis can be applied in detail in the simulation. In addition, it can connect the processes in the simulation with the processes that may occur in real life by the students. It has been determined that a risk-free experiential environment is provided in the use of simulation software and marketing issues.

References

  • Anderson, P.H. ve Lawton, L., (2009). Business simulations and cognitive learning: Developments, desires and future directions. Simulation & Gaming, 40 (2), s.193-216.
  • Andrus, D.M., Laughlin, J. ve Norvell, W., (1995). Internationalizing the marketing curriculum: A profile of the international marketing course. Marketing Education Review, 5 (2), s.9-17.
  • Aviv, R., Erlich, Z., Ravid, G. Ve Geva, A. (2003). Network analysis of knowledge construction in asynchronous learning networks. JALN ,7 (3), 1-19.
  • Crittenden, V.L., ve Wilson, E.J., (2006). Content, pedagogy and learning outcomes in the international marketing course. Journal of Teaching in International Business, 17 (1-2), s.81-101.
  • Dempsey, J.V., Rasmussen, K., ve Lucassen, B., (1996). The instructional gaming literature: Implications and 99 sources. University of South Alabama.
  • Edmonds, P. (1997). Choosing the word most typical in context using a lexical co-occurrence network. (s. 507-509). Madrid: Association for Computational Linguistics.
  • Faria, A.J., (2001). The changing nature of business simulation gaming research: A brief history. Simulation & Gaming, 32(1), s.97-110.
  • Faria, A.J. ve Wellington, W.J., (2004). A survey of simulation game users, former-users and never-users, Simulation and Gaming, 35 (2), s.178-207.
  • Faria, A.J., Hutchinson, D., Wellington, W.J., ve Gold, S., (2009). Developments in business gaming : A review of the past 40 years. Simulation & Gaming, 40 (4), s.464-487.
  • Göksel, A., Barak, O., (2007). ABD ve Türk üniversitelerindeki işletme eğitim yapılarının karşılatırılması ve işletme eğitiminde yeni yönelimlerin incelenmesi. Gazi Üniversitesi İktisadi ve İdari Bilimler Fakültesi Dergisi, 9 (3), s.147-180.
  • Higuchi, K., (2016). A two-step approach to quantitative content analysis. Ritsumeikan Social Sciences Review, 52 (3), s.77-89.
  • Hofstede, G. J., Caluwe, L.D., ve Peters, V., (2010). Why simulation games work - in search of the active substance: A synthesis. Simulation & Gaming, 41 (6), s.824-843.
  • Hsu, E., (1989). Role-event gaming simulation in management education: A conceptual framework and review. Simulation & Games, 20(4), s.409–438.
  • Kumar, D.D. ve Sherwood, R.D., (2007). Effect of a problem based simulation on the conceptual understanding of undergraduate science education students. Journal of Science Education and Technology, 16 (3), s.239-245.
  • Liu, H. T., & Cong, J. (2013). Language clustering with word co-occurrence networks based on parallel texts. Chin Sci Bull, 58, 1139-1144.
  • Özgür, A., Çetin, B., & Bingöl, H. (2008). Co-occurrence network of reuters news. International Journal of Modern Physics, 19-5, 689-702.
  • Smith, L.W. ve Van Doren, D.C., (2004). The reality-based learning method: A simple method for keeping teaching activities relevant and effective, Journal of Marketing Education, 26 (1), s.66-74.
  • Turley, L.W., Shannon, J.R., ve Miller, J.M., (1993). International marketing: Student attitudes and behavior. Marketing Education Review, 3, s.52-57.
  • Wolfe, J., (1978). The effects of game complexity on the acquisition of business policy knowledge. Decision Sciences Vol.9, s.143-155.
  • Wright, L.K., Bitner, M.J. ve Zeithaml, V.A., (1994). Paradigm shift in business education: Using active learning to deliver services marketing content, Journal of Marketing Education, 16 (3), s.5-19.
  • Yağcı, M.İ., ve Özkan, C., (2014). Türkiye'deki işletme programlarında uluslararası pazarlama dersi: Sorunlar ve öneriler. Doğuş Üniversitesi Dergisi, 15 (1), s.31-43.

Pazarlama Kavramlarının Uygulanmasında Bilgisayar Tabanlı Simülasyon Kullanımına Yönelik Bir Araştırma

Year 2020, Volume: 8 Issue: 2, 1 - 10, 26.10.2020

Abstract

Teknolojik gelişmeler ışığında pazarlama ile ilgili eğitimlerde öğrenilen teorik bilgilerin uygulanmasında simülasyonlardan faydalanılabileceği düşünülmektedir. Simülasyonların uygulama konusunda etkinliği üzerinde yapılmış birçok çalışma bulunmaktadır. Yapılan çalışmada, pazarlama ile ilgili konuların uygulanmasında bilgisayar tabanlı simülasyon kullanımı ile elde edilebilecek faydalar gözden geçirilmektedir. Pazarlama kavramlarının uygulanmasına yönelik simülasyon kullanımından elde edilen bulgular, gözlemler ve öneriler ile çalışmanın tamamlanması hedeflenmektedir. Araştırma kapsamında “Çağdaş Pazarlama Sorunları” içerisinde simülasyon ile uygulama yapılması için 30 kişi ile çalışma grubu oluşturulmuştur. Yapılan uygulama sonrası simülasyon deneyimi ile ilgili yüz yüze görüşmeler yapılmıştır. Ayrıca simülasyon içerisinde yaşanılan süreçler ve kavramlara yönelik olarak öğrencilerden rapor oluşturmaları istenilmiştir. Raporlar içerisinde uygulanan süreçlere ve kullanılan kavramlara yönelik bağlantılar Nicel İçerik Analizi ile incelenmiştir. Yapılan analizde İlişkisel Yaklaşım Yöntemi ve Makine Öğrenmesi kullanılmıştır. Araştırma sonucunda simülasyon yazılımları ile pazarlama konularına yönelik, Rekabet Stratejileri, Pazarlama Karması, Ürün Stratejileri, Fiyatlama, Reklam, Satış ve Pazar Analizi gibi konuların detaylı şekilde uygulanabildiği, öğrencilerin simülasyon içerisindeki süreçler ile gerçek hayatta olabilecek süreçler arasında bağlantı kurabildiği, simülasyonların pazarlama konularının uygulanmasında, risksiz deneyimsel bir ortam sağladığı sonucu elde edilmiştir.

References

  • Anderson, P.H. ve Lawton, L., (2009). Business simulations and cognitive learning: Developments, desires and future directions. Simulation & Gaming, 40 (2), s.193-216.
  • Andrus, D.M., Laughlin, J. ve Norvell, W., (1995). Internationalizing the marketing curriculum: A profile of the international marketing course. Marketing Education Review, 5 (2), s.9-17.
  • Aviv, R., Erlich, Z., Ravid, G. Ve Geva, A. (2003). Network analysis of knowledge construction in asynchronous learning networks. JALN ,7 (3), 1-19.
  • Crittenden, V.L., ve Wilson, E.J., (2006). Content, pedagogy and learning outcomes in the international marketing course. Journal of Teaching in International Business, 17 (1-2), s.81-101.
  • Dempsey, J.V., Rasmussen, K., ve Lucassen, B., (1996). The instructional gaming literature: Implications and 99 sources. University of South Alabama.
  • Edmonds, P. (1997). Choosing the word most typical in context using a lexical co-occurrence network. (s. 507-509). Madrid: Association for Computational Linguistics.
  • Faria, A.J., (2001). The changing nature of business simulation gaming research: A brief history. Simulation & Gaming, 32(1), s.97-110.
  • Faria, A.J. ve Wellington, W.J., (2004). A survey of simulation game users, former-users and never-users, Simulation and Gaming, 35 (2), s.178-207.
  • Faria, A.J., Hutchinson, D., Wellington, W.J., ve Gold, S., (2009). Developments in business gaming : A review of the past 40 years. Simulation & Gaming, 40 (4), s.464-487.
  • Göksel, A., Barak, O., (2007). ABD ve Türk üniversitelerindeki işletme eğitim yapılarının karşılatırılması ve işletme eğitiminde yeni yönelimlerin incelenmesi. Gazi Üniversitesi İktisadi ve İdari Bilimler Fakültesi Dergisi, 9 (3), s.147-180.
  • Higuchi, K., (2016). A two-step approach to quantitative content analysis. Ritsumeikan Social Sciences Review, 52 (3), s.77-89.
  • Hofstede, G. J., Caluwe, L.D., ve Peters, V., (2010). Why simulation games work - in search of the active substance: A synthesis. Simulation & Gaming, 41 (6), s.824-843.
  • Hsu, E., (1989). Role-event gaming simulation in management education: A conceptual framework and review. Simulation & Games, 20(4), s.409–438.
  • Kumar, D.D. ve Sherwood, R.D., (2007). Effect of a problem based simulation on the conceptual understanding of undergraduate science education students. Journal of Science Education and Technology, 16 (3), s.239-245.
  • Liu, H. T., & Cong, J. (2013). Language clustering with word co-occurrence networks based on parallel texts. Chin Sci Bull, 58, 1139-1144.
  • Özgür, A., Çetin, B., & Bingöl, H. (2008). Co-occurrence network of reuters news. International Journal of Modern Physics, 19-5, 689-702.
  • Smith, L.W. ve Van Doren, D.C., (2004). The reality-based learning method: A simple method for keeping teaching activities relevant and effective, Journal of Marketing Education, 26 (1), s.66-74.
  • Turley, L.W., Shannon, J.R., ve Miller, J.M., (1993). International marketing: Student attitudes and behavior. Marketing Education Review, 3, s.52-57.
  • Wolfe, J., (1978). The effects of game complexity on the acquisition of business policy knowledge. Decision Sciences Vol.9, s.143-155.
  • Wright, L.K., Bitner, M.J. ve Zeithaml, V.A., (1994). Paradigm shift in business education: Using active learning to deliver services marketing content, Journal of Marketing Education, 16 (3), s.5-19.
  • Yağcı, M.İ., ve Özkan, C., (2014). Türkiye'deki işletme programlarında uluslararası pazarlama dersi: Sorunlar ve öneriler. Doğuş Üniversitesi Dergisi, 15 (1), s.31-43.
There are 21 citations in total.

Details

Primary Language Turkish
Subjects Business Administration
Journal Section Research Article
Authors

Taylan Tutkunca 0000-0002-8724-7393

Murat Gulmez 0000-0003-2584-785X

Publication Date October 26, 2020
Submission Date March 2, 2020
Acceptance Date June 4, 2020
Published in Issue Year 2020 Volume: 8 Issue: 2

Cite

APA Tutkunca, T., & Gulmez, M. (2020). Pazarlama Kavramlarının Uygulanmasında Bilgisayar Tabanlı Simülasyon Kullanımına Yönelik Bir Araştırma. İşletme Ve İktisat Çalışmaları Dergisi, 8(2), 1-10.

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