Intellectual Valueä Series > TANGO Business from Knowledge Simulation

Objectives

To allow senior managers to experience how to run a knowledge company by using a multi-year business simulation. To allow for learning about knowledge in a competitive team-based environment, with an experienced coach as facilitator.

TANGO is a business simulation that covers several 'years' of the development of the simulated business by the team, creates a 'learn by doing¹ environment that is particularly memorable. In just two days, the teams are working with customer loyalty, their own profitability, and their investments in employee competence. They try to retain customers, retain key personnel, and to relate all of this to their profitability. They learn to measure and appreciate the intangible assets of their business and to account for them in their balance sheets. Tango highlights the costs and the rewards of building image and reputation, and gives everyone a common language for discussing, identifying and managing intangible assets.

Outline

- Initial instructions on how the simulation works.
- Teams of four participants are formed.
- The first two years of the simulated business begins
- Break overnight
- The business is managed through to year five
- Teams must compete for resources, and for finance to grow.
- The Coach(es) are there to assist
- The winning team is announced


Who Must Attend

Managers who are required to run a knowledge business in the new global knowledge economy. Staff who support customers who are in the knowledge business, including financial institutions who seek to understand how a knowledge business works. Suppliers of knowledge-based products.

Methodology

As this is a long simulation over several years, the session begins after work on the first evening. After about one or two years of simulation, the participants break for dinner and reconvene the next morning. The final three or four years of the simulation take most of the day.

Participants work in teams of four. There are a minimum of four and a maximum of six teams actively involved with the simulation. Each player receives a simulation kit, workbook and items required to complete the activity.




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