Experiential Learning Technology
We believe well-constructed experiential learning technology fast-tracks knowledge, understanding and skill acquisition. We also believe people learn best (solo or in teams) when emotionally engaged in an authentic, active environment involving decisions, consequences, and problem-solving tasks.
How it works
Our aim is to engage students in meaningful learning. In the short film below watch Kweku Adams talk about his experience of using SimVenture Evolution with over 200 undergraduates at York St John University.
Working with our education partners over several years, we’ve crafted experiential learning technology that can be used at all degree levels as well as with college students.
Incorporating multiple levels of difficulty, users compete against the simulation or go head-to-head against others. Running in quarterly cycles (for up to 10 simulated years), the simulation calculates the consequences of all user decisions and provides detailed and ongoing on-screen feedback.
At the same time, through the ‘Control Tower’, Evolution gives tutors and instructors the opportunity to set tasks, communicate, monitor and assess student work in-class or remotely. Student teams can also be organised using the system and it’s easy to monitor how individuals and teams engage with the business simulation. Discover how Evolution is being used to support modules at all levels (in class as well as distance learning) and what teachers and tutors are saying about the simulation’s impact.
Ready-to-use written modules
To further help tutors and instructors, our team of Learning Development Managers (with many years of teaching experience) continue to write and test detailed business course modules that fit alongside simulation use. As a result, we have designed a ready-made solution allowing SimVenture Evolution to be used and applied easily and with confidence. All standard written modules accompanying any simulation purchase are currently supplied free of charge. You can access these materials via the business simulation and also within the SimVenture Club.
To facilitate academic rigor, all written modules offer tutors fully developed programs of study benchmarked against the QAA Subject statement for Business and Management (2015) and the Chamber of British Industry’s employability skills. The modules include easy-to-follow quizzes, over 60 short case studies (with or without theoretical business models) and for different levels of difficulty, questionnaires and a full slide deck of PowerPoint slides with student notes.
Each written module can be used independently on a single day or as a complete course of study over several months. The subjects covered follow a structured learning process and include:
- A session on how to get started
- An introduction to SimVenture Evolution
- A module on measuring students’ employability skills both before and after simulation use
- Market Research – Market overview/competition/focus groups/ customers/demographics/ segmentation
- Setting up a company name, strap line, logo and assigning team roles
- Product design which allows students to design or re-design a new product
- Production – a module exploring the production process within the company
- Promotion – how the company promotes its product(s) to the market
- Sales Channels – a module exploring sales channel options to sell product(s)
- Manufacturing – students evaluate the company’s manufacturing strategy
- Finance modules for those with and without finance experience
- Resources – tutors have access to additional resources such as:
Additional subjects referenced and included within the materials are detailed within the table below.
|Business plan template||Board room etiquette paper||Belbin Team Role exercises|
|Legal aspects of running a business||Models of Reflective Thinking||Working in Multicultural teams|
|Asssessment Examples||Customer relationship management documents.||Business Model Canvas template|