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.
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Yasin, N., Hafeez, K. (2018). Enterprise Simulation Gaming: Effective Practices for Assessing Student Learning with SimVenture Classic and VentureBlocks. In: Hyams-Ssekasi, D., Caldwell, E. (eds) Experiential Learning for Entrepreneurship. Palgrave Macmillan, Cham. https://doi.org/10.1007/978-3-319-90005-6_3
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DOI: https://doi.org/10.1007/978-3-319-90005-6_3
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