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dc.contributor.authorCadotte, Ernest R.-
dc.date.accessioned2022-09-06T16:22:08Z-
dc.date.available2022-09-06T16:22:08Z-
dc.date.issued2022-07-22-
dc.identifier.citationCadotte, E. R. (2022). How to Use Simulation Games in the Classroom? The Journal of Entrepreneurship, 31(2_suppl), S90–S134. https://doi.org/10.1177/09713557221107442en_US
dc.identifier.issn0971-3557-
dc.identifier.urihttp://library.ediindia.ac.in:8181/xmlui//handle/123456789/13583-
dc.descriptionCadotte, E. R. (2022). How to Use Simulation Games in the Classroom? The Journal of Entrepreneurship, 31(2_suppl), S90–S134. https://doi.org/10.1177/09713557221107442en_US
dc.description.abstractAn enhanced, new venture simulation can be a game changer within a school’s entrepreneurial ecosystem, providing students with a holistic vision of a new venture and skills relevant to its potential success. The purpose of this article is to help faculty design and deliver a simulation experience that will engage, challenge, inspire and transform students into entrepreneurial enthusiasts with practical new venture knowledge and skills. Attention is given to (a) the factors to consider in choosing the right simulation, (b) the best practices for structuring a class for maximum impact and (c) the role of the instructor as an entrepreneurial coach.en_US
dc.language.isoenen_US
dc.publisherSage Publicationsen_US
dc.subjectEntrepreneurshipen_US
dc.subjectSimulationen_US
dc.subjectPedagogyen_US
dc.subjectSkill Developmenten_US
dc.titleHow to Use Simulation Games in the Classroom?en_US
dc.typeArticleen_US
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