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.
|Title of host publication||Experiential learning for entrepreneurship|
|Subtitle of host publication||theoretical and practical perspectives on enterprise education|
|Editors||Denis Hyams-Ssekasi, Elizabeth F. Caldwell|
|Place of Publication||Cham|
|Number of pages||19|
|Publication status||Published - 28 Jul 2018|
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). Palgrave Macmillan. https://doi.org/10.1007/978-3-319-90005-6_3