June 20, 2017 – Toolwire has won a silver medal at the 2017 International Serious Play Awards for its business simulation game: “The Next Big Thing” – Small Business and Entrepreneurship.
Winners were selected by a committee of top-tier academic, business and government leaders at the forefront of serious game development and will be honored at the Serious Play Conference (July 18-20), which will be held at George Mason University.
What does it take for a start-up to become “The Next Big Thing”? In this Simulation Game, you are an angel investor looking for hottest new start-ups but so are your competing investors. You will review three pitches and select the best entrepreneur and product in which to invest. After assessing the value proposition, the market potential, and financial forecasts, you must then decide how to structure the company based on the market and competition.
“The Next Big Thing” simulation game is available for purchase directly from the OpenSesame library –Click here. Additional information about distribution partners and purchasing is provided at the bottom of this post.
- Assess the characteristics of a successful entrepreneur.
- Evaluate strengths and weaknesses of a business plan.
- Compare the different forms of business ownership and examine their advantages and disadvantages.
Business planning and start-up decisions, Risk tolerance, Business acumen, Innovation, Resourcefulness, Sole proprietorships, Partnerships, Corporations, Limited and unlimited liability, Single and double taxation, Sources of investments
LENGTH TO COMPLETION
Playtime (most efficient path): 15 minutes (4 scenes)
As part of its development team, Toolwire engaged two Subject Matter Experts (SME’s). Both SME’s are experienced professors who teach 100-level “Introduction to Business” courses at the community college level.
At the outset of the development process, Toolwire’s internal staff compiled the topics and objectives from the top 10 best selling textbooks used in “Introduction to Business” courses. Toolwire then worked with its SMEs to verify the most important proficiencies covered in this course. Combining these two sources of information, the development team created a final draft of topics and objectives to inform the final academic goals of each game. Throughout the development process, SME’s played the critical role of ensuring that the learning modules incorporated rigorous content. In addition, the SME’s – leveraging their personal insights and knowledge of today’s learner – provided feedback and suggestions to ensure that the game scenarios (workplace settings, player roles, character scripts etc.) were as authentic, believable, and engaging as possible.
Toolwire’s instructional design enables learning through the application of concepts learners have previously been exposed to in textbooks and/or lecture. By design, learning modules teach through remediation – if conceptual understanding is weak in a particular area, the module will provide appropriate instructional feedback and reinforcement. This “learning through failure” approach is further articulated below.
- Introduction establishes learning context and the scenario.
- Pre-test evaluates students’ skills and knowledge in a 5-question, auto-graded activity.
- Digital Learning Objects introduce and explain skills and specific content.
- Games provide opportunities to practice and apply skills and knowledge. These formative assessment activities represent a range of interactive types with scoring mechanics to provide students immediate feedback and motivate to master the content.
- Dynamic Remediation addresses errors or misconceptions based on students’ responses in the interactive game segment.
- Mentor Feedback delivers personalized feedback.
- Post-test measures learning and skill gains in a 5-question, auto-graded activity.
- Performance Analytics include both detailed metrics and a single score so students can “own” their learning and take steps to improve their skills and knowledge.
The primary target audience for traditionally-aged students who attend a community college, four-year university, vocational or CTE (career and technical education) program and take Introduction to Business (ITB), a feeder or gateway course for business majors (including accounting, finance, marketing, management, etc.), tend to be aged 17 to 25.
Nontraditional students, who tend to be older (26 to 34 years and 35 years and over), also enroll in ITB. These students often take this course as part of a certificate program or for continuing education or personal development.
ITB students are ethnically and racially diverse. They live in households that have a higher median income. They usually hold either full- or part-time jobs.
Millennial students (i.e., traditional students) taking ITB are “digital natives” (technology is part of their DNA!) who seek interactive, multi-platform experiences and expect to be engaged in the learning process. As learners, ITB students need and want personalized learning experiences, with a preference for learning by doing. Also, ITB students seek learning experiences that put them in the driver’s seat, where they decide how and where to access learning functions by using different modalities (e.g., smart systems, virtual learning environments—games and simulations, multi-modal/multimedia communication channels, and collaboration tools).
Entrepreneurship is a topic that is particularly well-suited for Millennials. According to a study out of Bentley University, “The Millennial Mind Goes to Work”, Millennials sense that career success will require them to be more entrepreneurial than past generations. In the Bentley study, almost two-thirds of respondents said that their career goal involved starting their own business.
Closed captioning within Toolwire Simulations (originally incorporated to meet accessibility standards) provides additional scaffolding for ELLs in a way that supports self-paced learning and practice related to the nuances of communication “soft skills”.
A well-respected, national organization called the Center for Independent Living (CiL), a leader in the areas of accessibility and universal design evaluated all of Toolwire’s simulations, provided their insights into industry standards, and even provided user-testing.
Windows 7 – Chrome. Windows 10 – Chrome; Edge. Mac OSX 10.10+ – Chrome. ChromeOS – Chrome. Android 5.0+ – Chrome (tablets only). iOS 8.2+ – Safari (tablets only)
Toolwire provides enterprise level support around the clock (24 x 7 x 365), around the globe. Toolwire’s in-house Learner Advocacy Team has an outstanding track record for its personal, hands-on approach to supporting learners. This veteran group has a deep understanding of the challenges faced by today’s learner and is always there to provide timely help.
OpenSesame – OpenSesame is the trusted provider of on-demand digital learning courses for enterprise. Serving Global 2,000 companies, OpenSesame delivers the most flexible buying options to maximize your budget and the broadest catalog with 20,000+ courses from the world’s leading publishers.
- The Next Big Thing – Small Business and Entrepreneurship
- Toolwire Simulation Games for Business (20 modules)
Core Learning Exchange – Core-LX is a curated marketplace for the distribution of standards-aligned educational materials from traditional textbook publishers, online publishers, independent curriculum developers, master teachers and school district curriculum teams. Content is organized into modular 15-45 minute activities aligned to concrete learning objectives, enabling users to customize the learning experience. Intuitive social and analytic tools allow users to browse, to evaluate, and to select the right content for their needs.
To purchase the Toolwire Business Games directly from Toolwire or for additional information, please contact Peyton Williams, Director of Client Success, firstname.lastname@example.org; (646) 352.2525.