Las nuevas generaciones requieren un modelo de aprendizaje más dinámico, por lo que las Instituciones de Educación Superior han comenzado a articular sus herramientas pedagógicas a la enseñanza de las diferentes áreas del saber. El objetivo de este artículo es diseñar un juego gerencial para apoyar las asignaturas que contemplen dentro de su micro-currículo la temática de auditoria de marketing, utilizando una metodología exploratoria y descriptiva, apoyada en el aprendizaje basado en juegos. Para ello se realizó una revisión de la literatura y se llevó a cabo una prueba piloto con estudiantes de pregrado de una universidad colombiana. Los resultados muestran que el diseño del juego debe utilizar una estrategia interactiva, que a su vez guarde cierto tipo de complejidad y competitividad, adicionalmente se reveló que el juego refuerza elementos presentes en la temática estudiada.
The aim of this study was to investigate how social responsibility marketing campaigns can be effective in branding for young millennials. An empirical model was applied in three specific cases of cause marketing targeting Generation Y. A total sample of 547 young people was obtained, and the data were analysed through the structural equation methodology using PLS data technical analysis. The results showed that, for millennials, marketing actions with a cause are effective in positioning the brands that carry them out favourably as long as requirements such as the alignment of their objectives with the social ideals and their closeness to millennials are met. Likewise, all the communication elements of the message will influence its effectiveness. This study provides new evidence on the attitudes of young millennials towards brands' social marketing actions.
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