Enhancing students' entrepreneurial capacity through marketing simulation games
ISSN: 0040-0912
Article publication date: 26 February 2020
Issue publication date: 21 November 2020
Abstract
Purpose
Education can cultivate a variety of skills for future entrepreneurs. The purpose of this study was to explore the role of a marketing simulation game as a pedagogical tool to enhance the entrepreneurial mind-set and boost the predisposition of postgraduate students to become entrepreneurs.
Design/methodology/approach
Qualitative data from the feedback of students regarding their simulation experience in an advanced marketing course were collected and analyzed.
Findings
The reports showed that, in a simulation setting, entrepreneurial learning can develop students' entrepreneurial skills and encourage them to undertake entrepreneurial activities. The simulation experience allowed students to face challenges, overcome limitations, improve their analytical skills, and enhance their business knowledge.
Research limitations/implications
First, these findings cannot be generalized as they are based on a small sample of students. Second, qualitative research is very reliant on the individual characteristics of students. Because of the restricted time of the module, the students were only allowed to run six rounds (the minimum) out of 10. More rounds would have benefitted student learning and increased the likelihood of capturing more of their insights.
Originality/value
By using qualitative research, this study provides more thoughtful insights into students' perceptions of entrepreneurial skills and competency improvements by using simulation as a pedagogical tool. Following the suggestions of Fayolle et al. (2016), this study underlines the entrepreneurship education outcomes in terms of students' reflections on understanding their capability and their predisposition to take entrepreneurial actions in the future. Also, the role of education in fostering entrepreneurship is highlighted.
Keywords
Citation
Thanasi-Boçe, M. (2020), "Enhancing students' entrepreneurial capacity through marketing simulation games", Education + Training, Vol. 62 No. 9, pp. 999-1013. https://doi.org/10.1108/ET-06-2019-0109
Publisher
:Emerald Publishing Limited
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