Abstract

This presentation draws upon a decade of research and development of a business simulation game designed to engage learners in an authentic learning experience. Since 2006, undergraduate and postgraduate students at most UK universities have been using ‘SimVenture’, business simulation software, designed to develop business, entrepreneurship and enterprise skills. The simulation allows students to create and run a virtual company and deal with all the decisions and necessary consequences associated with the learning experience. SimVenture is extensively supported by multimedia-rich learning resources which caters for all learning styles and levels. Educators can use the software in a number of engaging ways such as traditional in-class activities during tutorial/seminars, blended learning or within a flipped classroom setting. The case study considers the value and relevance of using ‘Serious Games’ to engage engineers and draws on available research data to examine the impact this approach to learning has had on peoples’ ability and desire to acquire business, enterprise and employability skills. The presentation also references how the simulation has been used to develop management and leadership skills of engineers working in the Asian Telecoms sector as well as their reaction to using a business simulation. This contextual comparative information is provided to help evidence the impact of the simulation as a professional development tool. The presenter, Peter Harrington, is a serial entrepreneur with a deep interest in education. He first started in business immediately after graduation in 1989 and has been researching and supporting the development of simulation tools for the past 15 years. Since the simulation is now used in over 40 countries, Peter is a regular traveller.

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