This paper evaluates the impact of usage in teaching and learning of a business simulation game, SimVenture, on developing enterprise skills and attributes among undergraduate management students. The entrepreneurial learning outcomes set by National Council for Graduate Entrepreneurship are taken as a benchmark to assess the effect of SimVenture. The findings represent the preliminary results from the last two years. The paper examines student responses to the use of the game for learning. The paper provides an insight into how the use of SimVenture impacts on the students’ perception of entrepreneurship alongside the development of their business skills. Overall, SimVenture is found to be a stimulating and engaging vehicle of teaching and learning. It allows students to play a role, not just read books, listen to lectures and analyse case-studies. A simulation forces students to synthesise and integrate what they read and make actual decisions based on facts or data presented in the case.
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