Enterprise simulation gaming

effective practices for assessing student learning with SimVenture classic and VentureBlocks

Naveed Yasin, Khalid Hafeez

Research output: Chapter in Book/Report/Conference proceedingChapter

Abstract

Despite the increasing popularity of enterprise and entrepreneurship programmes in Higher Education Institutions (HEIs) worldwide, there has been a growing concern about how academics should deliver enterprise and entrepreneurship education effectively to learners using an experiential learning approach. Consequentially, the rise of technology-based simulation programmes and gaming is being implemented in various enterprise and entrepreneurship programmes in HEIs. This chapter focuses on effective practices for implementing technology-based simulation gaming as a powerful tool for experiential learning in entrepreneurship studies. We have selected two popular business simulation games from the UK and USA (Case Study A: SimVenture Classic and Case Study B: VentureBlocks) and have proposed seven effective practices for how academic instructors could implement and assess simulation gaming experiences in entrepreneurship and enterprise programmes.
Original languageEnglish
Title of host publicationExperiential learning for entrepreneurship
Subtitle of host publicationtheoretical and practical perspectives on enterprise education
EditorsDenis Hyams-Ssekasi, Elizabeth F. Caldwell
Place of PublicationCham
PublisherPalgrave Macmillan
Chapter3
Pages51-69
Number of pages19
Edition1
ISBN (Electronic)9783319900056
ISBN (Print)9783319900049
DOIs
Publication statusPublished - 28 Jul 2018

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Yasin, N., & Hafeez, K. (2018). Enterprise simulation gaming: effective practices for assessing student learning with SimVenture classic and VentureBlocks. In D. Hyams-Ssekasi, & E. F. Caldwell (Eds.), Experiential learning for entrepreneurship: theoretical and practical perspectives on enterprise education (1 ed., pp. 51-69). Cham: Palgrave Macmillan. https://doi.org/10.1007/978-3-319-90005-6_3
Yasin, Naveed ; Hafeez, Khalid. / Enterprise simulation gaming : effective practices for assessing student learning with SimVenture classic and VentureBlocks. Experiential learning for entrepreneurship: theoretical and practical perspectives on enterprise education. editor / Denis Hyams-Ssekasi ; Elizabeth F. Caldwell. 1. ed. Cham : Palgrave Macmillan, 2018. pp. 51-69
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Yasin, N & Hafeez, K 2018, Enterprise simulation gaming: effective practices for assessing student learning with SimVenture classic and VentureBlocks. in D Hyams-Ssekasi & EF Caldwell (eds), Experiential learning for entrepreneurship: theoretical and practical perspectives on enterprise education. 1 edn, Palgrave Macmillan, Cham, pp. 51-69. https://doi.org/10.1007/978-3-319-90005-6_3

Enterprise simulation gaming : effective practices for assessing student learning with SimVenture classic and VentureBlocks. / Yasin, Naveed; Hafeez, Khalid.

Experiential learning for entrepreneurship: theoretical and practical perspectives on enterprise education. ed. / Denis Hyams-Ssekasi; Elizabeth F. Caldwell. 1. ed. Cham : Palgrave Macmillan, 2018. p. 51-69.

Research output: Chapter in Book/Report/Conference proceedingChapter

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N2 - Despite the increasing popularity of enterprise and entrepreneurship programmes in Higher Education Institutions (HEIs) worldwide, there has been a growing concern about how academics should deliver enterprise and entrepreneurship education effectively to learners using an experiential learning approach. Consequentially, the rise of technology-based simulation programmes and gaming is being implemented in various enterprise and entrepreneurship programmes in HEIs. This chapter focuses on effective practices for implementing technology-based simulation gaming as a powerful tool for experiential learning in entrepreneurship studies. We have selected two popular business simulation games from the UK and USA (Case Study A: SimVenture Classic and Case Study B: VentureBlocks) and have proposed seven effective practices for how academic instructors could implement and assess simulation gaming experiences in entrepreneurship and enterprise programmes.

AB - Despite the increasing popularity of enterprise and entrepreneurship programmes in Higher Education Institutions (HEIs) worldwide, there has been a growing concern about how academics should deliver enterprise and entrepreneurship education effectively to learners using an experiential learning approach. Consequentially, the rise of technology-based simulation programmes and gaming is being implemented in various enterprise and entrepreneurship programmes in HEIs. This chapter focuses on effective practices for implementing technology-based simulation gaming as a powerful tool for experiential learning in entrepreneurship studies. We have selected two popular business simulation games from the UK and USA (Case Study A: SimVenture Classic and Case Study B: VentureBlocks) and have proposed seven effective practices for how academic instructors could implement and assess simulation gaming experiences in entrepreneurship and enterprise programmes.

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BT - Experiential learning for entrepreneurship

A2 - Hyams-Ssekasi, Denis

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Yasin N, Hafeez K. Enterprise simulation gaming: effective practices for assessing student learning with SimVenture classic and VentureBlocks. In Hyams-Ssekasi D, Caldwell EF, editors, Experiential learning for entrepreneurship: theoretical and practical perspectives on enterprise education. 1 ed. Cham: Palgrave Macmillan. 2018. p. 51-69 https://doi.org/10.1007/978-3-319-90005-6_3