Games, Simulations and Playful Learning in Business Education takes a fresh, insightful look at original and innovative ways of incorporating games, simulations and play to enhance the quality of higher education learning and assessment across business and law disciplines. Chapters cover wide-ranging business areas such as marketing, accounting and strategy and include practical advice, tips and thoughts on how to strengthen existing learning techniques to include a fun element.
Most entrepreneurship and small business textbooks contain few, if any, cases that an instructor can use with students and illustrate important theories or topics from the course. This book contains cutting-edge case studies that illustrate key problems confronting contemporary entrepreneurs. Set in familiar business environments, this original set of cases provides useful insights into the experiences of real-world entrepreneurs for classroom environments.
Building on the success of the first volume of Teaching Entrepreneurship, this second volume features new teaching exercises that are adaptable and can be used to teach online, face to face or in a hybrid environment. In addition, it expands on the five practices of entrepreneurship education: the practice of play, the practice of empathy, the practice of creation, the practice of experimentation, and the practice of reflection.
As entrepreneurship education grows across disciplines and permeates through various areas of university programs, this timely book offers an interdisciplinary, comparative and global perspective on best practices and new insights for the field. Through the theoretical lens of collaborative partnerships, it examines innovative practices of entrepreneurship education and advances understanding of the discipline.