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 language | English |
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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 |
Publisher | Palgrave Macmillan |
Chapter | 3 |
Pages | 51-69 |
Number of pages | 19 |
Edition | 1 |
ISBN (Electronic) | 9783319900056 |
ISBN (Print) | 9783319900049 |
DOIs | |
Publication status | Published - 28 Jul 2018 |