1995
DOI: 10.1177/1046878195263006
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Computer-Based Simulation Games: A Viable Educational Technique for Entrepreneurship Classes?

Abstract: Starting an actual business is difficult to do in most entrepreneurship classes. Thus educators must find ways to model the entrepreneurial process. Total enterprise simulations can play a role in the entrepreneurship classroom by adding value to conventional methods of instruction. For example, students can practice more complex skills and higher levels of abstract analysis and decision making under uncertainty. Simulations can introduce and reinforce the kinds of general management competencies needed by ent… Show more

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Cited by 18 publications
(6 citation statements)
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“…Yet, a game is a visible and physical representation of a problem space; a captured mental model. As such, they are places to trial new ideas and to experiment with established theories (Feldman, 1995;McKenney, 1962); to replay these theories as many times as needed; places where time and space can be contracted or expanded (Raser, 1969); places where it is accepTable just to try different things and where more might be learned from failure than success (Booker, 1994).…”
Section: The Value Of Gamesmentioning
confidence: 99%
“…Yet, a game is a visible and physical representation of a problem space; a captured mental model. As such, they are places to trial new ideas and to experiment with established theories (Feldman, 1995;McKenney, 1962); to replay these theories as many times as needed; places where time and space can be contracted or expanded (Raser, 1969); places where it is accepTable just to try different things and where more might be learned from failure than success (Booker, 1994).…”
Section: The Value Of Gamesmentioning
confidence: 99%
“…Some publications describe business games for entrepreneurship education and their potential benefits. They do not, however, provide deeper empirical evidence of real learning effects (see Feldman, 1995;Murff & Teach, 2009;Thavikulwat, 1995). If a discussion of the longitudinal data of experiential entrepreneurship training takes place, it is unfortunately not explicitly connected to business games as experiential learning environments (see Parry, Wharton, & Fugate, 2003).…”
mentioning
confidence: 99%
“…A third limitation is the use of microworlds to study cross‐country differences in CPS. Though complex, dynamic, and nontransparent, and though widely used to train people (e.g., Feldman, 1995; Keys & Wolfe, 1990; von der Weth, 2001), microworlds are still simplifications of the real‐world context and, ultimately, the question remains as to what extent ecological validity suffers by making the situation controllable in a laboratory setting. Future research could follow an ethnographic approach and study real‐world problem solving, for example, in fire fighters or supermarket managers, and describe problem‐solving behavior in the rich and meaningful context in which it occurs.…”
Section: Discussionmentioning
confidence: 99%