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

    15 Citations (Scopus)

    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

    Keywords

    • Simulation
    • Entrepreneurship
    • Enterprise
    • Gaming
    • Technology

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