MARKETING EDUCATION 1 Grades 11 , 12 1 credit ( 5567 ) CCP
MARKETING EDUCATION 2 Grades 11 , 12 1 Credit ( 5568 ) CCP
Prerequisite ( s ): None Can you live without Twitter , Instagram or Snapchat ? Merge your knowledge of social media with the ever-changing world of marketing . This course provides students the fundamentals of marketing using real-world business examples . Topics include : business ethics , fundamental theories in marketing including advertising , visual merchandising , promotion , distribution , and pricing , all with the goal of becoming familiar with what it takes to make a business successful . Marketing education is critical for any student considering to pursue a career in business . Students in this course will use the Virtual Business Retailing and Fashion software . This online simulation teaches students the business basics and exposes the secrets of retailing . Students learn the tough business decisions that impact their common shopping experiences . Whether their future will be as an employee , a business owner , or a consumer , students will leave this class with a better understanding of how business really works . The fashion simulation lessons include : trend research , pricing and markdowns , social media promotion , window displays and merchandising . Students receive hands on training in the areas of retailing , marketing , and merchandising in the school store laboratory . It is strongly recommended that Marketing students join DECA ( Distributive Education Clubs of America ), an association of Marketing Students . DECA is a national marketing club , which provides the opportunity for competition and further application of the skills necessary for success in marketing .
Prerequisite ( s ): Marketing Education 1 ( 5567 ) and / or teacher recommendation . Marketing Education 2 is designed to provide students with the opportunity to develop decision-making skills along with learning specialized phases of marketing and marketing management . Instruction emphasizes application such as sales , marketing information management and product service management , promotions , and retail management . Students will use both the Virtual Business - Sports and Entertainment and Management software . The Sports and Entertainment online simulation teaches students the hard business decisions that go into the sports and entertainment events the students enjoy in real life . Students handle promotion , ticket pricing , stadium operations and staffing , sponsors , concessions , concert booking and promotion , and more . The Management software gives them the chance to be the boss of their own company . Students begin the online simulation by managing a small facility and control limited factors . As they grow in business knowledge , they can lease as much space as they want and
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