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BUSINESS SIMULATION FOR STARTUP EDUCATION “APPLIED LEARNING AND MARKETING PLANS” BY MS. SUNIT KUKREJA AN INDEPENDENT STUDY SUBMITTED IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER OF BUSINESS ADMINISTRATION (GLOBAL ENTREPRENEURSHIP) INTERNATIONAL MASTER IN BUSINESS ADMINISTRATION FACULTY OF COMMERCE AND ACCOUNTANCY THAMMASAT UNIVERSITY ACADEMIC YEAR 2015 COPYRIGHT OF THAMMASAT UNIVERSITY

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Page 1: Business simulation for startup education 'applied ...ethesisarchive.library.tu.ac.th/thesis/2015/TU... · Gamification enhances the player’s experience, ... operations as well

BUSINESS SIMULATION FOR STARTUP EDUCATION

“APPLIED LEARNING AND MARKETING PLANS”

BY

MS. SUNIT KUKREJA

AN INDEPENDENT STUDY SUBMITTED IN PARTIAL

FULFILLMENT OF THE REQUIREMENTS FOR

THE DEGREE OF MASTER OF BUSINESS ADMINISTRATION

(GLOBAL ENTREPRENEURSHIP) INTERNATIONAL MASTER IN

BUSINESS ADMINISTRATION

FACULTY OF COMMERCE AND ACCOUNTANCY

THAMMASAT UNIVERSITY

ACADEMIC YEAR 2015

COPYRIGHT OF THAMMASAT UNIVERSITY

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BUSINESS SIMULATION FOR STARTUP EDUCATION

“APPLIED LEARNING AND MARKETING PLANS”

BY

MS. SUNIT KUKREJA

AN INDEPENDENT STUDY SUBMITTED IN PARTIAL

FULFILLMENT OF THE REQUIREMENTS FOR

THE DEGREE OF MASTER OF BUSINESS ADMINISTRATION

(GLOBAL ENTREPRENEURSHIP) INTERNATIONAL MASTER

IN BUSINESS ADMINISTRATION

FACULTY OF COMMERCE AND ACCOUNTANCY

THAMMASAT UNIVERSITY

ACADEMIC YEAR 2015

COPYRIGHT OF THAMMASAT UNIVERSITY

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Independent Study Title BUSINESS SIMULATION FOR STARTUP

EDUCATION

“APPLIED LEARNING AND MARKETING

PLANS”

Author Ms. Sunit Kukreja

Degree Master of Business Administration

(Global Entrepreneurship)

Major Field/Faculty/University International Master in Business Administration

Faculty of Commerce and Accountancy

Thammasat University

Independent Study Advisor James Edward Rubesch, Ph.D.

Academic Years 2015

ABSTRACT

BizCat is a hybrid product-service provider with a purpose to provide

business and startup-specific knowledge to entrepreneur-to-bes through gamified

learning experience. The process is to have a group of customers learning about the

topics they would like to know by playing our original multi-player board games. The

first topic we provide learning as a game is related to “opportunity selection” which is

crucial for entrepreneurs in both their startup decision-making or even along their

business life cycle as a competing firm. We also plan to commercialize our products

as official board games that everyone who is interested in learning the topics through

games can buy. We are inventing more business games along with those activities

specified as we have a goal to become the center of business and startup education

through gamified solution.

Keywords: Simulation Game, Startup, Business Education, Gamification, Game-

based learning, Board game

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ACKNOWLEDGEMENTS

I would like to take this opportunity to express our profound gratitude and

deep regards to our advisor Dr. James Edward Rubesch for his guidance and constant

encouragement throughout the course of this independent study. The comments and

feedback had helped us in improving ourselves as well as our project.

I would also like to thank the committee members for all the useful

advices, suggestions, comments and feedback. Special Thanks to Assistant Professor

Patnaree Srisuphaolarn for all the guidance and comments which helped us to think

back and reflect on our project directions in our difficult moments. The help and

guidance will always be cherished and remembered.

Furthermore, I would like to thank my team member for sticking together

and going through all the difficulties. We had ups and downs but we supported each

through and through.

I would also like to take this opportunity to acknowledge all the current

and prospect customers who help shared and provide all the information necessary to

make this study possible.

Last but not least, I would like to express my deepest appreciation to

our parents, family, and friends for their constant encouragement without which this

paper would not be possible.

Ms. Sunit Kukreja

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TABLE OF CONTENTS

Page

ABSTRACT (1)

ACKNOWLEDGEMENTS (2)

LIST OF TABLES (7)

LIST OF FIGURES (8)

CHAPTER 1 ORGANIZATION 1

1.1 Background 1

1.2 About BizCat 2

1.3 Mission 2

1.4 Vision 2

1.5 Assumptions/Hypothesis 3

1.6 Team Members 3

CHAPTER 2 APPLIED LEARNING THROUGH SIMULATION GAME 4

2.1 Our services 4

2.2 Theories of Effective Learning 4

2.2.1 Bloom’s Taxonomy 5

2.2.2 Kolb’s Learning Cycle – The Experiential Learning 6

2.2.3 Constructivism 7

2.2.4 Traditional Learning Method versus the New Learning Method 9

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2.3 Application of gamification technique in education 10

CHAPTER 3 GAME DESIGN AND TESTING 15

3.1 Process of gamification 15

3.2 Game Overview 16

3.2.1 Ocean Game Objective 16

3.2.2 Game Description 16

3.2.3 Learning Outcomes 16

3.3 Game Testing 17

3.3.1 Small Testings 17

3.3.2 Full Paid Session at Ma.D Hub for Social Entrepreneurs 17

3.3.3 Further Testings 18

CHAPTER 4 MARKETING PLANS 19

4.1 Problem and Opportunity 19

4.2 Market Trend 20

4.3 Target Group 21

4.3. 1 Target Customers 21

4.3.2 Target Needs 22

4.4 Competition 22

4.5 SWOT Analysis 23

4.5.1 Strength 23

4.5.2 Weakness 23

4.5.3 Opportunity 23

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4.5.4 Threat 23

4.5.5 Competitive Strategy 24

4.6 Marketing Strategy 24

4.7 Marketing Channel 25

4.7.1 Offline Channel 25

4.7.2 Online Channel 26

4.8 Sales Strategy 27

4.8.1 Booths and Roadshows 27

4.8.2 Advertisements 27

4.8.3 Partnering with other Workshops/Events 28

4.8.4 Discount Method 28

4.9 Customer Retention Strategy 28

4.10 Indicators of success 28

4.11 Scale-up Plan 29

CHAPTER 5 FINANCIAL PLAN 30

5.1 Operation Work Flow 30

5.2 Financial Projection 31

5.3 Cash Flows 34

5.4 Balance Sheet 34

5.5 Financial Ratios and Summary 35

CHAPTER 6 CONCLUSIONS AND RECOMMENDATIONS 38

REFERENCES 40

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APPENDICES 42

APPENDIX A OCEAN GAME PRE AND POST QUESTIONNAIRE 43

APPENDIX B EXPLORATION TRACKING 45

APPENDIX C SESSION FEEDBACK 47

APPENDIX D RETAIN RUBRIC 49

BIOGRAPHY 50

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LIST OF TABLES

Tables Page

2.1 Learning approaches and their perceptions 9

2.2 Application of Game-based learning using Bloom’s Taxonomy 11

2.3 Application of Game Based Learning using Kolb’s Cycle 13

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LIST OF FIGURES

Figures Page

2.1 The Learning Cone 5

2.2 Six Levels in the Cognitive Domain of the Bloom’s Taxonomy 6

2.3 Kolb’s Model of Experiential Learning 7

2.4 Constructivism in Learning 8

2.5 LM-GM Model Applied to Bloom’s Taxonomy 12

3.1 Dynamics, mechanisms and aesthetics applied to the ‘Ocean Game.’ 15

4.1 Effectiveness of Gamification 19

4.2 Buying Patterns of Worldwide Game-based Learning Market 2013-2018 20

4.3 Worldwide simulation-based Five Year Growth rates by region 21

5.1 Operation Workflow 30

5.2 Total revenue for overall BizCat’s products and services 32

5.3 Annual projected Income Statement for 2016 - 2020 (5 years) 33

5.4 Cash Flow from operation 34

5.5 Balance Sheet for 2016 - 2020 (5 years) 35

5.6 Operating Income to sales for 2016 – 2020 35

5.7 Gross profit margin for 2016 – 2020 36

5.8 Net profit margin for 2016 – 2020 36

5.9 Net Present Value calculation for 2016 – 2020 36

5.10 RoA / RoE calculation for 2016 – 2020 36

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CHAPTER 1

ORGANIZATION

1.1 Background

Entrepreneurs have been known to drive the economic growth of the

country. Entrepreneurship creates job opportunities and innovation which allows the

country to sustain competitiveness in the times of increasing globalization and

increases the chance firm survival. The trend of entrepreneurship is increasing as

secure employment is no longer a guarantee. According to Global Entrepreneur

Monitor 2014, nascent entrepreneur rate in Thailand is quite high and decision to

startup is opportunity driven (nascent entrepreneur refers to the rate of individuals

involved in setting a business that has not yet received salaries, wages and payments).

However, many of them fail or people did not have the knowledge and motivation to

continue them.

After some exploration, we found that majority of people wanted to

startup a business but many have not been able to due to factors like lacking the

know-how, no good idea and fear of failure. Entrepreneurs have the needs to learn the

know-hows in an engaging environment and are looking for skills that would help

them startup and run the business.

Game-based learning has been proven to have high potential for learning

support since it uses human’s natural desires to motivate learning. Well-designed

game can create optimal learning experience for players and provide realism. Skills

from these games usually are analysis, interpretation and problem solving. These

skills are related to educational objectives which are why games are often used for

education and in increasing productivity by boosting motivation.

One form of game that can make learning more compelling and increases

motivation is the method of gamification. Gamification is the use of game design

elements in non-game context in order to positively impact performance, productivity

and engagement of participants. Gamification enhances the player’s experience,

allows interactivity between users and may help player acquire certain skills.

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Teaching entrepreneurs using gamification technique thus allow the entrepreneurs to

acquire skills they need to run the business in an engaging manner.

1.2 About BizCat

BizCat offers a training class for entrepreneur-to-bes that has interest in

starting up their own business and are looking for the opportunities and step by step

guidance to startup a business. Our method of teaching is through the use interactive

simulation game as we hope to enhance the engagement and learning experience of

the participants. We plan to offer varieties of games with learning outcomes centered

on idea generation and validation with the aim of teaching skills that could

specifically be adopted by entrepreneurs.

Our first game is called ‘Ocean Game’ and will teach the aspect of

opportunity analysis. Opportunity analysis is defined as knowledge about opportunity

selection and the understanding of the market structure and analyzing the market trend

and direction based on Porter’s five forces and product life cycle.

1.3 Mission

Our mission is to help young adult entrepreneurs start a business and

understand the fundamental business knowledge about opportunity analysis and the

startup process.

1.4 Vision

We simulate the learning about the process of starting up a business and

motivate entrepreneurs through the use of interactive simulation game.

Each year, we aim to assist 1000 young adults who are interested in

starting up a business by providing business knowledge and motivating them through

interactive simulation game that encourages experiential learning.

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We started initially with the topic of opportunity analysis and selection.

1.5 Assumptions/Hypothesis

1. An effective approach to learning is by doing.

2. Startup simulation game is effective in teaching young adults about

opportunity analysis.

3. Startup simulation game increases the engagement and makes the learning

fun.

4. Players’ knowledge and experience about the opportunity analysis will be

enhanced after the game session.

5. The simulation game help players understand about the marketplace

research.

6. The knowledge from the simulation game can be transferred and applied

to their work or projects.

1.6 Team Members

Mr. Ratana Ratanakul will be responsible for Game Design and Financial

Plans. With background in computer engineering and work experiences as IT

consultant, he is capable of developing the game platform and mechanics of

operations as well using his consulting experiences to provide support to the startups

and advice about the steps to be taken.

Ms. Sunit Kukreja will be responsible for Product Background Research,

and Marketing Plans. With prior experiences in marketing, health promotion and

article writings, she will be able to contribute to the product background research,

Marketing strategies, contents of the platform and the teaching materials.

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CHAPTER 2

APPLIED LEARNING THROUGH THE SIMULATION GAME

2.1 Our services

Aiming to teach business knowledge through the use of experiential

learning to young adults, we gathered data about the specific topics that the target

group felt that they need to know, which are Idea generation and validation. Our

primary objective is to enhance the learning experience about the startup process and

motivate entrepreneurs through the use of game based learning. Hence, our focus is to

teach the concepts of idea generation and idea validation with the first game focusing

towards opportunity analysis and market selection.

Our services include:

1. Educational sessions consisting of lecture and simulation Game

2. Personal Coaching and mentoring

3. Educational contents for young adults who are interested in starting

their own business

2.2 Theories of Effective Learning

Theories of effective learning used by educators suggest that learning is

most effective when it is active, experiential, has real world connection and delivers

rapid response (Catalano, Luccini, & Mortara 2014). Educators are now focusing on

trying to make the teaching practical. Existing tools for such teaching include case

studies, simulations, and business games. Through ‘learning by doing,’ knowledge

transfer occurs as a result of making mistakes and learning from those mistakes.

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Figure 2.1 The Learning Cone

The figure above of the learning cone demonstrates that people learn best

when they are participating and doing. By getting involved in the discussion,

presenting ideas and simulating real experiences, we usually remember 90% of what

we do and say.

Theories used to evaluate learning such as Bloom’s Taxonomy and Kolb’s

learning cycle all suggest that the best practices for learning are when the learning is

situated, the cognitive load is minimized, the learners are engaged constructively and

the learning task is facilitated. Moreover, there must be some form of flexibility,

exploitability and evaluation for the learning. In other words, the learning can be

applied to a new context.

2.2.1 Bloom’s Taxonomy

Bloom's Taxonomy was created in 1956 by educational psychologist

Dr Benjamin Bloom in order to promote higher forms of thinking in education, such

as analyzing and evaluating concepts, processes, procedures, and principles, rather

than just remembering facts (Anderson, 2001).

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Trainers and educators often refer to learning as knowledge, skills

and attitudes. In other words, this taxonomy of learning behaviors may be thought of

as “the goals of the learning process.”

Figure 2.2 Six Levels in the Cognitive Domain of the Bloom’s Taxonomy

2.2.2 Kolb’s Learning Cycle – The Experiential Learning

According to Kolb (1991), experiences play a central role in the

learning process whether it is in life, work, education or play. Ideas are formed and

reformed over and over again in an iterative process through the process learning

experience. This is important to trainers and facilitators in that it suggests that people

learn best through exploration and when they get hands on experience, hence the

classroom setting should be student centered and activities should allow the learners

to reflect their learning and apply it.

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Figure 2.3 Kolb’s Model of Experiential Learning

The four pillars of learning begin when learners acquire the date,

observe and reflect with their previous learning and think/create something. After the

creating, they then learn through experimentation which then becomes the basis for

their next learning.

2.2.3 Constructivism

To create the environment of active learning, there must be a shift in

the classroom paradigm from instruction to construction. Constructivism of cognitive

knowledge refers to individual’s reaction to the experience and the application of the

acquired knowledge to construct their own knowledge.

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Figure 2.4 Constructivism in Learning

Constructivism helps in meeting the challenges of the world to

come. Usually it focuses on depth over breadth. It concerns with thinking as well as

knowing. It recognizes the importance of critical thinking and adapting information in

meaningful ways specifically related to each learner. Learners are asked to apply

knowledge in situations to solve important problems and create products that are

important to someone in the outside world.

Steps in problem based learning are as follow:

1. Group Setting – 4-5 people per group

2. Problem Identification – Problems related to the theme

3. Idea Generation – Participants throw in ideas

4. Learning Issues – Idea Sharing

5. Self-directed Learning

6. Synthesis & Application

7. Reflection & Feedback

This type of learning aims to help participants in gathering facts,

generating ideas, understanding the learning issues and coming up with the action

plan.

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2.2.4 Traditional Learning Method versus the New Learning Method

There are many existing approaches to learning, with the most

widely used being the through books, lectures and videos. These traditional methods

provide knowledge in-depth and are considered the most reliable form of learning.

Limitations include the fact that most of the time, it is not practical and that the

knowledge transfer depends too much on the instructor’s skills. Second approach to

learning is through self-learning. This approach relies heavily on learning from

other’s experiences and seeking self-experience through trial and error. It is quite

risky and time consuming and requires clear directions and specific scope of study,

otherwise the learner might get lost or gather irrelevant data. Lastly, the new approach

to learning, simulation/serious game, the most widely used approach for learning real

world problem and stimulating for the learners as they see the effects of their decision

and get feedback on what they did wrong. It usually reflects a theme and help learners

gain insights of the problems faced in real life.

Table 2.1 Learning approaches and their perceptions

Approaches Examples Perceptions

Traditional - Lectures

- Books

- Videos

- Workshop

- Discussion

- No rapid feedback

- Reliable

- Cost-saving

- Nothing new

- Not practical

- Too much dependent on the

instructor’s skills

- Not Effective and Efficient

Self-

Learning

- Own Experience

- Asking others for

story/experience

- Internet Searches

- Online Courses

- Trial and Error

- Risky

- Time-consuming

- Easy to get lost

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New Simulation/Serious Game - Saves time

- More stimulating to learn

- Useful and effective for defining

influencing factors of a scenario

- Interesting for those who are not

accustomed to the conventional way

of learning

2.3 Application of gamification technique in education

Gamification occurs when game mechanics are used in non-game

contexts to influence behavior, improve motivation and enhance engagement. It is

what you get when you take elements and ideas from games and apply them to things

that are not games.

Our products fall into Serious Game /Simulation category of a

gamification technique. A serious game is a game with purpose. It has all the

elements of a real game, will look and feel like a real game, but has some defined

purpose and specific objectives that the designers want to convey. Simulation games

are slightly different, but still fit into the same category. Rather than being a game

with defined purpose, they are designed to simulate problems found in everyday

world.

According to Bloom’s Taxonomy, Simulations moves learning from

recalling facts to the application and retention of knowledge. In the game context,

participants learn by doing and are later asked to demonstrate how they can apply

what they learned. The table below summarizes the learning goal of the 6 thinking

skills of Bloom’s Taxonomy and the application of serious games in meeting these

goals.

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Table 2.2 Application of Game-based learning using Bloom’s Taxonomy

Learning Goal Mechanics

Remembering Games are good for memory retention because it uses images,

animations and scenarios that trigger the players’ feelings.

Understanding Games may not be very efficient in making the players understand the

context especially if compared with other educational tools which can

provide in depth knowledge. If not supervised properly, players may

get lost during the game. In general, an effective game limits the

amount of information.

Applying Games are efficient for using acquired knowledge into practice and in

a new context.

Analyzing Games provide real-time feedback useful for evaluating and devising

the strategy to boost the performance.

Evaluating It is difficult to understand the reasoning behind the player’s choices

and its effects; hence, guidance from the facilitator is necessary during

the player’s assessment and self-reflection.

Creating Creativity is quite limited when learning through serious games.

Nevertheless, complex simulations could help player come up with

new solutions and see other outcomes that the designers may have left

out.

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Bloom’s theory and the digital taxonomy of Anderson and Krathwohl

(2001) can be used to link commonly found game mechanics to learning mechanism

(Arnab et. al 2015). The figure below of the LM-GM model focuses on task-centered

learning indicating that games can be seen as a continuous learning tool where players

can learn and gain knowledge as they continue moving to the next level.

Figure 2.5 LM-GM Model Applied to Bloom’s Taxonomy (Arnab et.al 2015)

In serious games, game play supports experiential learning. Therefore, it

makes sense to assume that the game mechanics can meet the learning goals and that

knowledge and skill can be acquired through the use of game.

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Table 2.3 Application of Game-based learning using Kolb’s Cycle

All games have some benefits and limitations when used as an educational

tool. Benefits are increased participant’s engagement, improved knowledge

absorption and retention and the skills of collaboration and team work. Game

mechanics applied will allow the players to transfer their knowledge and apply their

learning to real life situations. Moreover, interactive games also generate the

environment of competitiveness and provide immediate feedback to players through

the use of leaderboard so the players learn the critical skills of analysis, situation

interpretation and problem solving.

Learning Stage Mechanics

Concrete experience

(feeling)

Serious games allow players to experience realistic

scenarios and make decisions. The interactions with

users often enhance the play experience.

Reflective Observation

(Watching)

Games provide varieties of information and this

information must be observed by the players during the

game. Hence, presentation must be clear and precise so

that result interpretation can be easily done.

Abstract conceptualization

(thinking)

The abstraction process is usually difficult in games

because players are too focused on how to win or

complete the task on time rather than thinking about

the data provided. Therefore, wrap-up and facilitator’s

guidance is needed alongside with the use of other

theoretical tools such as books.

Active Experimentation

(doing)

Games are definitely designed for active learning or

learn by doing. Drawback of this approach includes

lack of theory based knowledge, poor abstraction

capabilities and ignorance of long term goals.

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Limitations of game based learning are that it doesn’t meet the learning

needs of all participants. People have different skills and different needs for

development. If there are situation where participants feel lost or bored, they might

give up playing the game. Lastly, the use of game based learning may distract learners

from the learning objectives which means that wrap up are necessary and must be

clear and strong enough to bring the attention back towards the game deliverables.

This indicates that serious games have to significantly evolve in order to become an

effective and efficient tool that could be successfully and reliably used in higher

education

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CHAPTER 3

GAME DESIGN AND TESTING

3.1 Process of gamification

Well-designed gamification activities consist of clear educational

objectives and learning outcomes. Pre-requisites must be identified and contents and

game instructions must be clear, relevant and accurate. Good games offer a challenge

and mastery through winning and the employment of pleasing color schemes in the

layout. Moreover the instruction and rules of game play must be clear, concise and

easy to understand (Caufield, et. al, 2012).

There are 4 types of users (Bartle 1996): Killers/ Enjoyers, Achievers/

Farmers, Explorer/ self-seeker, and Socializer/ Networker. Killers/Enjoyers are

motivated by scores and leaderboards. Achievers/Farmers are motivated by clear

goals. Explorer/ Self-seekers are motivated by discoveries. Socializers/Networkers are

motivated by friends and teams. Each player type responses differently so different

kinds dynamics and story must be used to engage them.

Figure 3.1 Dynamics, mechanisms and aesthetics applied to the ‘Ocean Game.’

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After adding the analytics, the game will go through user tests in order to

gain feedback and the game will be refined until solution can be released.

3.2 Game Overview

The first startup simulation game we developed is called ‘Ocean Game.’

The game will deliver the skills of opportunity analysis when looking at the market

place.

3.2.1 Ocean Game Objective

The objective of this simulation game is to aid the players in

identifying opportunities in the market place. Players will be able to identify the

characteristics of different types of market such as common market, fad market, high

barrier market and niche market. This will guide the entrepreneurs-to bes how to find

an interesting business to get in and how to be competitive in the market. Porter’s five

force model will be applied as a tool to come up with strategies to survive the

competition.

3.2.2 Game Description

‘Create the new marketplace or survive the existing competition.’

1. Description: A turn-based game introducing a simulated

environment of several industries and their status including

market size, profit margin and no. of players in the industries.

2. Number of Players: 20-30 players

3. Pre-requisite: Basic Understanding of the business environment

4. Duration: 60 minutes

3.2.3 Learning Outcomes

At the end of the game, participants should be able to:

1. Understand the nature of the marketplace

2. Identify five forces that shape the industry

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3.3 Game Testing

In order to measure the successful implementation of gamification in

training, we used three tools for data collection: pre and post questionnaire,

exploration tracking survey, RETAIN evaluation rubric for game assessment, and

feedback survey to measure the level of satisfaction.

3.3.1 Small Testings

We did several testings starting from internal testing to small testing

session to full session testing at University of Thai Chamber of Commerce. Objective

of these sessions were to verify the game flow and effectiveness of the game.

RETAIN evaluation rubric were used as a guideline for measurement. We also asked

the participants to do pre-test and post-test about the learning deliverables we provide

through gaming session in order to see the effectiveness of the learning through our

game and to use the feedback to continually improve our product / service.

We found out that more than 90% of the participants’ scores have

increased, however, we also spotted that the challenge the participants got is about

language barrier.

3.3.2 Full Paid Session at Ma.D Hub for Social Entrepreneurs

On 31st January 2016, we organized a full paid session at Ma.D Co-

working Space. 28 participants joined the workshop. Target group were working

people aged 20-35 who are looking to startup their own business or expanding their

family business.

We would like to measure their understanding about the topic so we

used project-based learning approach to test their knowledge and application.

Participants were divided into groups of 4-5 members and were assigned to design a

business solution for the specific theme and present them to investors. We noticed that

all groups did researches for the product and the market on the internet to find more

statistics or information that would be beneficial to them even though we did not tell

them to do so.

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3.3.3 Further Testings

Further testings were organized at Millenium Hotel and PTT Co. to verify

the tools and techniques that can be beneficial for the researching activity. The result

affirmed the hypothesis that the business simulation with reflection session helps

motivate the participants to do research related to their business ideas and the

characteristics of the market including existing competitors.

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CHAPTER 4

MARKETING PLANS

4.1 Problem and Opportunity

Games as compared to traditional lectures could bring about more

positive, real-time effects on participants. It is quite an effective approach when it

comes to teaching adults. TalentLMS conducted a survey on gamification that

included corporate learners and students and found that participants are looking for a

productive learning environment that would motivate their learning and game ranked

as one of their highest of options for interactive learning.

Figure 4.1 Effectiveness of Gamification

Young adults often face difficulties in organizing their work, making

decisions alone, and using the knowledge they acquired to solve problems in real life.

They are looking for learning methods that would solve these needs and offers

experiential learning. Simulation, as an experiential learning tool, can be valuable for

entrepreneurial educators who wish to teach nascent entrepreneurs since they allow

knowledge transfer of principle business theories and knowledge such as in

management, leadership, and business principles (Le Roux & Steym, 2007).

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Insight from the simulation game is similar to that of the real world. If

young adults could develop skills important for execution such idea generation,

opportunity analysis, self-confidence, repetitive decision, they would be developing

attitudes that encourages them to startup their own business. Games could teach them

those skills and would engage them more than the traditional method of learning.

This solution along with the statistics from Ambient Insight (Adkins,

2014) suggest that there is an opportunity for using games to teach business

knowledge and principal theories such as idea generation, research, marketing,

finance, management and leadership to consumers.

Figure 4.2 Buying Patterns of Worldwide Game-based Learning Market 2013-2018

(Adkins, 2014)

4.2 Market Trend

The trend of game-based learning is on the rise. The global growth rate of

the worldwide game-based learning market is 6.7%%. By 2018, the revenue is

expected to be $2.4 billion dollars.

As for simulation-based learning, the annual growth rate is 18.9% with the

revenue doubling to $7.1 billion by 2018.

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Figure 4.3 Worldwide Simulation-based Five Year Growth Rates by region (Adkins,

2014)

The figure above demonstrates that simulation-based learning is on the

rise especially in Latin American and Asia. This indicates an opportunity for us to use

simulation based learning in teaching in Thailand and in other countries in Asia and

that there is room for growth in the sector of game-based learning and education

games.

4.3 Target Group

4.3. 1 Target Customers

Our customers are startups at the seed stage that needs support and

guidance in starting a business. We focus on young adults ages 18-35 as defined by

United Nations who are interested in starting up a business and learning through the

interactive simulation game. We will reach out to these customers by approaching

learning hubs, education centers, advertising through social events and online

advertisements.

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4.3.2 Target Needs

An online survey went sent out to potential target groups directly

and startup community online. This survey aimed to learn about target their needs and

understand their perspectives on using game based learning.

We found that the majority of our targets are interested in learning

about identifying opportunity, idea generation, market research, idea validation and

leadership. In regards to perceptions to using simulation game, they responded that it

would be interesting to learn in a different way and that simulation games would

definitely help them identify possible factors that might come into play when starting

up a business.

4.4 Competition

Existing players are focused on either board games or online simulation

games designed for edutainment purposes. Current serious learning games are

developed towards online simulation games. The online simulation games used for

teaching entrepreneurship include Hot shot business, Sim Venture, and Any Business.

Other players are board games that teach some skills of specific to

entrepreneurship such as Cash Flow, Go Venture and The Settlers of Catan. The

existing players teach general business management skills, though some of them can

be applied to entrepreneurship. Hot shot business teach very general concepts of

entrepreneurship, though user friendly, there is no challenge and difficulty level. Sim

venture, however, was too focused on one aspect of entrepreneurship that the game

experience was limited and other key aspects of entrepreneurship like innovation was

not mentioned. Cash flow focuses on the concept of personal finance and the settlers

of Catan focus on negotiation. These skills though applicable to entrepreneurs, are not

specific enough for entrepreneurs who are looking for ideas to startup their own

business.

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4.5 SWOT Analysis

To understand our competitive advantage, we have done SWOT analysis

to understand the internal and external factors that affect the operations of our

business.

4.5.1 Strength

One of the strength of our business is that the model is cost efficient.

Our game is a multiplayer game is a classroom setting meaning that 30 players can

play at the same time. The minimum number of participants required for our game is

approximately 15 people. Once the game is fully developed, we plan to patent the

game which will help in retaining our company’s competitiveness. Our game

addresses the specific needs of the target group who are looking to acquire skills such

as idea generation and idea validation to startup a business. Lastly, we have a large

target size which is good for future scalability.

4.5.2 Weakness

Thailand has many edutainment companies and game meaning that

there is high competition and those games are developed from large companies which

are more credible. Furthermore, we have limited expertise in designing serious

gaming products and services.

4.5.3 Opportunity

Since we are the first movers, we can expand our products further to

solve the increasing needs of entrepreneurs who are looking for skills and education

in entrepreneurship.

Increased internet access is an opportunity for us. It means we are

able to reach out to more customers. Digital Media and mobile application is the

upcoming trend. There are chances that BizCat could create mobile application and

software for our simulation game which would provide convenient access to the

entrepreneurs.

4.5.4 Threat

One of the major threats for our business is perception that

simulation and Game-based Learning are very expensive. Since it takes a lot of hard

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work in designing the game and there are not many players in the market, customers

may feel that we are overcharging. Another perception which poses a threat to our

business is the perception that simulation games are meant to be only just for fun

Economic downturn may pose a threat towards business startups.

Small startups may lose the opportunity to grow. It may also affect the customer’s

decision in buying the product and services.

4.5.5 Competitive Strategy

One of our competitive advantages is that we are the first mover in

the market in Thailand. We create real-life simulation game that urges interactions

between the players and the outcome of the game are specific knowledge about the

skills that the players are looking for. The fully developed game will be patented thus

creating our business identity and sustaining our competitiveness.

Our game will offer predefined scenarios and long playability to

keep the game interesting and game can be replayed without the feeling of boredom.

Challenge levels will continuous be added to keep the game on the run. More

elements of surprise and mystery must also be added to gain their attention and make

them want to revisit the session. Overall, to compete with competitors, game must

provide concept of competition, challenge level, mystery and yet must have the aspect

of realism that the players can relate to. Interactions should be encouraged by the use

of competition in the same market keeping the game exciting with something new and

continuous thinking of situation interpretation and decision making.

4.6 Marketing Strategy

In order to be well-known, we must create brand reputation and market

our position. We will reach out to our prospect customers by doing publicity among

the local or regional community online and offline, social learning hubs, etc.

1. We will host events and seminars (ideally 1 session every other

month). In these events and seminars, we will invite speakers for

special topics to gain more public attention.

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2. We will co-host workshop with other event or start-up promoting

activities establish ourselves amongst our target group ideally once

every other month.

3. We will establish our brand by participating in social events and other

events hosted by professional associations.

4. We will organize sessions at academic institutions/organizations such

as universities and schools (once every 6 months). These sessions aim

in raising awareness, building credibility and in emphasizing

entrepreneurial mindset.

5. We will create relationship and communicate with the target market

and build interest through the use of Facebook and blog.

Our goal is to gain 1000 active users over 12 month period. These

marketing strategies will build our brand reputation, enhance the learning experience,

build positive feedback, increase the engagement of the participants, expand our

customer database and generate sales. More aggressive marketing strategies such as

roadshow and booth in startup events will be launched when there are changes in the

project phase.

4.7 Marketing Channel

Offline and online channels will be used to raise awareness of BizCat’s

products and services. Offline channels include educational workshops, consultation,

social events and institutional visits and learning hubs. Online channel include

website and social media such as Facebook and Instagram.

4.7.1 Offline Channel

Since our business is a service business, we plan to use educational

sessions and personal coaching/mentoring as tools to generate sales. These sessions

will help us to further understand what the customers are looking for and build the

customer database. Free consultation will help in generating potential sales.

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Social events participants can also be an advertising channel for our

business. By joining events that encourages startups, we get to meet people with

expertise in different areas and potential target customers. During the event, we can

promote our business and upcoming events which may act as free advertisement and

increase our sales.

Academic Institution visits at universities will help in raising

awareness amongst young population and will help us establish credibility towards

educating the crowd. Furthermore, during these visits, we can test our products and

receive feedback about our products and services from both educators and the

learners.

Lastly, we can use the learning hubs to establish ourselves amongst

the target group. We can join their sessions to develop our skills and jam with them

when they have events to introduce and promote our products. This can create word

of mouth and reach out more.

4.7.2 Online Channel

Website and social media such as Facebook will help in reach out to

the customers in the wider range. Communication with the target market must be done

regularly. It is a necessity that we produce our own publicity materials, stories and

portfolios to make our brand stronger.

The use of Facebook increases our company’s social proof. The

Facebook posts and status aid in event and product advertisement. The upload and

contents is generated every other for continuous presence. There will be innovation

updates to urge the entrepreneurs to consider innovation an important factor of their

success. There will also pictures of the activities and tips and tricks of the day to build

trust and relationship with the audience.

Channel of communication is primarily done through online

channels such as Facebook and website. News posts are updated every other day.

When there are events, advertisements will begin at least one month in advance with

aggressive advertisement 2 weeks before the event. During the event, the activities

will be uploaded in real time to ensure the customers of the value delivered in our

workshop. The learning from the workshop will continuously be updated for other

participants who missed the workshop and to build trust.

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Blog/content will be another tool used for marketing. Contents will

be constantly on our website and social media in Thai and English. The theme of the

blog will vary each month but the blog’s main focus is towards opportunity selection

and analysis, knowledge and idea validation related to startups. From our continuous

upload, people prefer to read case studies, success stories and pictures from real

occurring events. They also like tips and techniques for starting up a business. The

blog entries will introduce us to the audience and help reach out to our prospect

targets.

4.8 Sales Strategy

We plan to use the following strategies in building customer database and

boosting sales especially during the introduction and promotion of new products and

services.

4.8.1 Booths and Roadshows

Booths and roadshows will help reach out to broader group of

customers. We intend to join exhibition like Startup Summit, Thailand Startup Expo,

Startup Ecosystem Thailand, E-Biz Expo, etc. where we can meetup with other

entrepreneurs and startup community. We can promote our workshop and sell games

and even have small sessions there to test as well as prove to the customers about the

effectiveness of game-based learning.

4.8.2 Advertisements

Advertisement will be distributed both online and offline. For all the

advertisements, there will be testimonials from customers who used our services. The

testimonials will help emphasize our value proposition and the learning outcome. The

interesting infographics wills gain more attention and demonstrate the creative

thinking. Infographics can be made by our team member meaning there will be no

incurred costs.

Sales can also be increased when we have guest speakers to share

experience with the participants. People always like to hear success stories from

successful entrepreneurs.

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4.8.3 Partnering with other Workshops/Events

Partnering and joining with other workshops and event can be

another method for generating sales. By joining with them, we save cost and capture

customers more easily. We also build trust among participants and this technique

creates more value for the customers in that they can gain more knowledge and save

time.

4.8.4 Discount Method

In order to boost sales, we plan to use discount method for some

events and when there are introduction of new products and for early birds. Discounts

will also be given to old customers who came back for our services.

4.9 Customer Retention Strategy

We plan to retain our current customers by using monthly update

newsletter, discount for revisits and the special deals for referral to new customers.

Testimonials will also be used on the website to demonstrate the ongoing quality

services. The objectives of these strategies are to increase customer database, social

proof, and encourage revisits.

4.10 Indicators of success

Accomplishments of the effectiveness of the startup simulation game

should be clearly and transparently displayed to the customers and the audience of the

community. Effective marketing strategies and promotion can attract more

entrepreneurs and create a brand reputation. Below are some indicators of success for

the Startup Simulation game.

1. Increased awareness of the product

2. Increased number of participants in the sessions

3. Increased number of engagements in the website and Facebook page

4. Participants are willing to pay for the session

5. Participants revisit the future sessions

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These indicators can signify how well the business is doing. Most of the

above mentioned indicators are short to medium term goals. Long term goal can be

measured by the number of licenses sold and number of startups launched after using

our services.

4.11 Scale-up Plan

We saw the opportunity of scaling up our business when we were

adjusting the game mechanics of our simulation game. To develop a board game,

certain mechanics need to be readjusted to ensure the balance between fun and the

learning outcome of the game.

Game patent will be made in the year 2016. During the process and

alongside the workshop, the game will be redesigned and readjusted with the help of

game designers to make it an educational board game. The first game box should be

produced and ready to be sold by 2017. The game will be introduced during our

workshop for interested customers.

There will be sessions where we invite gamers, game designers, educators

and entrepreneurs to test and review our game. These game reviews will be used as

testimonials for our potential customers. Game will be distributed through website,

educational centers, learning hubs and board game café. To gain credibility, we plan

to ask for sponsorship from academic/educational centers that support innovative

learning such TCDC and C-ASEAN. The encouragement of innovation and research

through both the workshop and board game should help in capturing the value

proposition of and in the long run, combined with testimonials help in the

sustainability of the business.

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CHAPTER 5

FINANCIAL OPERATIONS

5.1 Operation Work Flow

Our operation work flow begins from the process of gamifying the

learnings and testing the game with potential target groups. Once the game has been

test and has shown to be able to deliver the learning outcome, the full session

consisting of lecture and simulation will be organized. Customers join the session and

pay for the fees. The customers joining the session will come from learning hubs,

academic institutions and online advertisements.

Figure 5.1 Operation Workflow

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Before the session, customers will be asked to do a pre-test so that the

results could be recorded and be compared to post-test after the session. The

customers will listen to introduction, and instructions of the game. The game

commences for the duration of one hour. After the game, there will be discussion,

wrap-up, feedback and post-test. The time left will be used for networking.

After that we will do the calculations of the two tests to measure the

effectiveness of the game. The results can be used for advertisement and will help in

receiving testimonials and referrals that will bring in more customers. The feedback

from the session will be used to refine and develop the game further until it can

become licensed and sold as a board game.

5.2 Financial Projection

BizCat’s revenue streams come from two possible sources - directly from

workshop entrance fee and board game sales.

There are four phases to the workshop.

Phase 1: The Ocean game will be used as the game for the half-day

workshop we hold in the Q1 – Q2 of the year 2016. Workshop size will be 25 - 30

people and workshop fee of 500 baht per person will be collected.

Phase 2: During the Q3/2016 – Q4/2017, the second original game will be

included into the workshop to increase learning deliverables and the session will be

increased its length to full-day. Workshop size will be increased by 5 - 10 people and

the fees will be increased to 1,000 baht per person.

Phase 3: From the Q1 of the year 2018 onwards, three games will be used

to teach three different business related topics for start-ups. Workshop size will be

increased from phase 2 to the maximum size of 50 participants in order to maintain

effectiveness and interactions in the class. The workshop fee will be increased to

1,500 baht per person and will remain unchanged until the end of year 2018.

Phase 4: As a result of aggressive marketing campaign during the

previous phase and all the testimonials from the previous participants and educational

institutes, we expect the intensive simulation game course for start-ups will be more

popular amongst target audiences and we expect 20 – 30 percent increase in demand

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comparing to the demand of the year 2018. In this phase, from January 2019 until the

end of December 2020, we will increase the fee from 1,500 baht to 2,000 baht per

person. All of the other attributes remain the same.

The number of participants in total for year 2016 will be 300, and will be

increased to 480 in 2017. In 2018, we plan to do aggressive marketing campaigns and

roadshows, and at the same time increasing the size of participants in each workshop.

As a result, we will get the total number of 1,000 participants for the year 2018 as we

set our goal to be. From 2019 onwards, we will be exceeding our goal of training

1,000 entrepreneurs to be 1,200 and 1,440 respectively.

We plan to patent our original board games for business education and

then commercialize them as products. We expect to complete the patenting process

within 2016 and start selling the game by the end of the first half of the year 2017.

Projected revenues from above could be concluded for the next five years

as the followings:

Figure 5.2 Total revenue for overall BizCat’s products and services.

BizCat’s expenses are accounted mainly for the workshop venue’s rental,

stationeries, advertisements and administrative overhead. We, as a two-person team,

will be speakers and running the workshop with a help from a temporary staff that we

hire to help facilitate the workshop when required.

BizCat’s financial projection can be calculated as in Figure 5.3.

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Figure 5.3 Annual projected Income Statement for 2016 - 2020 (5 years)

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5.3 Cash Flows

We will not be investing in Fixed Assets since we are mainly service

provider and not a producer. All of the work that need investment in Fixed Assets will

be outsourced and the cost will be included into the cost of goods sold. Therefore, our

projected cash flows for the year 2016 – 2020 can be shown as followings:

Figure 5.4 Cash Flow from operation

5.4 Balance Sheet

We will inject 250,000 baht as an initial investment for the workshop

to be held. By the end of Q3/2016, we should be able to use the profit from holding

workshop as investment for board game production in preparation for the sales.

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Figure 5.5 Balance Sheet for 2016 - 2020 (5 years)

5.5 Financial Ratios and Summary

Operating Income to sales is projected to be approximately 45.97% in

2016, and will be increasing drastically to 64.75% in 2017 due to a longer period of

sales. Then it will be gradually growing to reach 73.70% by the end of year 2020.

Figure 5.6 Operating Income to sales for 2016 – 2020

Gross profit margin overall will be 74.02% by the end of 2020 as shown

below:

Operating Income to sales2016 2017 2018 2019 2020

EBIT 280,404 1,903,722 4,663,306 5,809,110 9,021,263Sales 610,000 2,940,000 6,600,000 8,130,000 12,240,000Operating Income to sales 45.97% 64.75% 70.66% 71.45% 73.70%

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Figure 5.7 Gross profit margin for 2016 – 2020

Net profit margin is projected to be 58.96% by the end of 2020 and the 5

years figures are shown below:

Figure 5.8 Net profit margin for 2016 - 2020

With the cost of capital of 15%, BizCat’s NPV is calculated to be

10,044,845.24 baht as shown below:

Figure 5.9 Net Present Value calculations for 2016 - 2020

The return of assets and return on equity are stated below:

Figure 5.10 RoA / RoE calculation for 2016 – 2020

Gross profit margin2016 2017 2018 2019 2020

Sales 610,000 2,940,000 6,600,000 8,130,000 12,240,000Cost of goods sold 309,896 1,014,078 1,906,594 2,288,610 3,179,901Gross profit 300,104 1,925,922 4,693,406 5,841,390 9,060,099Gross profit margin 49.20% 65.51% 71.11% 71.85% 74.02%

Net profit margin2016 2017 2018 2019 2020

Net Income 224,324 1,522,978 3,730,645 4,647,288 7,217,010Sales 610,000 2,940,000 6,600,000 8,130,000 12,240,000Net profit margin 36.77% 51.80% 56.52% 57.16% 58.96%

Net Present Value (NPV)2016 2017 2018 2019 2020

Cash inflow 224,324 1,522,978 3,730,645 4,647,288 7,217,010Cash outflow 0 0 0 0 0Net cash flow 224,324 1,522,978 3,730,645 4,647,288 7,217,010

Cost of capital 15%NPV ฿10,044,845.24

ROA / ROE2016 2017 2018 2019 2020

NOPAT 224,324 1,522,978 3,730,645 4,647,288 7,217,010Total Assets 390,217 1,688,871 3,871,654 4,788,298 7,341,430Total Equity 390,217 1,688,871 3,871,654 4,788,298 7,341,430

ROA(%) 57.49% 90.18% 96.36% 97.06% 98.31%ROE(%) 57.49% 90.18% 96.36% 97.06% 98.31%

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Since the policy of BizCat is to raise fund internally only through equity

injection and earnings are retained for future growth, both short-term and long-term

debt are not required. Moreover, we sell products and services in a pre-paid manner,

so there will be no Account Receivables incurred in our financial plan. However, in

the upcoming future if we are scaling up and credit trade is required, we will consider

adjusting our financial plan accordingly.

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CHAPTER 6

CONCLUSIONS AND RECOMMENDATIONS

Application of gamification in creating real life interactive simulation

game and applying it to training about the specific entrepreneur skills such as

opportunity analysis is a new approach to training.

BizCat aims to engage players and increase their learning experience

through the use of interactive simulation game in teaching entrepreneurs the crucial

skills of idea generation and idea validation. The goal is to motivate players’ learning

by creating the environment of competition, making the players strive for

achievements, and needs for self-expression, altruism and closure. Our first startup

simulation game, ‘Ocean Game’ focuses on the topic of opportunity and had made us

realize that there are yet many aspects of game-based learning to be considered when

teaching through the use of game. One limitation is perhaps the different learning

needs of each student and lack of depth as well as limited realism.

To demonstrate the importance of marketplace research, the simulation

game must provide concept of competition, challenge level, mystery and yet must

have the aspect of realism that the players can relate to. Interactions should be

encouraged by the use of competition in the same market keeping the game exciting

with something new and continuous thinking of situation interpretation and decision

making.

Moreover, when using game to teach, various methods may have to be

used. In this study we used pre-test and post-test questionnaire and project based

learning to assess the knowledge. The assessment can be done to some degree but

perhaps the combination with other forms of collaborative learning i.e. problem-based

learning and inquiry-based learning would make it more relevant to the participants.

Values were delivered through the use of lecture, simulation game and reflection

which may reduce the depth of the topic since games have to be simple, so in order to

increase the depth, the knowledge provided during the lecture and game application

have to be very specific knowledge. This knowledge combined with the participant’s

prior experiences will help in integration the process into their projects to solve real

world problems. This blending approach will then provide knowledge in both the

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cognitive dimension and in task-centered learning. To sum up, simulation game is

useful for higher education yet some form of measurement towards collaborative

learning is required to ensure experiential learning and knowledge transfer.

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REFERENCES

Electronic Media

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Simulation-based Markets Key Findings. Ambient Insight Research.

2. Anderson, L. W., & Krathwohl, D. R. (Eds.). (2001). A taxonomy for

learning, teaching and assessing: A revision of Bloom's Taxonomy of educational

objectives: Complete edition, New York : Longman.

3. Arnab, S., Lim, T., Carvalho, M. B., Bellotti, F., de Freitas, S., Louchart, S.,

Suttie, N., Berta, R., & De Gloria, A. (2015). Mapping learning and game mechanics

for serious games analysis. British Journal of Educational Technology, 46(2), 391-

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Effective Design and Evaluation of Serious Games. International Journal of Serious

Games, 1(1). doi: http://dx.doi.org/10.17083/ijsg.v1i1.8

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Approach, 5th Edition.Englewood Cliffs, New Jersey: Prentice-Hall.

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8. Singer, S., Amoros, J. E., & Moska, D. (2015). GEM 2014 Global Report (G.

E. R. Association, Trans.). London, United Kingdom: Global Entrepreneurship

Monitor.

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APPENDICES

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APPENDIX A

OCEAN GAME PRE TEST AND POST TEST QUESTIONNAIRE

1. List the stages in the industry life.

(A)_________________________________________

(B)__________________________________________

(C)__________________________________________

(D)__________________________________________

2. What are the characteristics of the mature market stage?

(A) New to the market, slow growth, high price and high risk

(B) Rapidly increasing demand, low competition and improving profitability

(C) Little or no growth with high barriers to entry

(D) Negative growth, high competition, and excess capacity

3. Which market stage is attractive to start business / invest in?

(A) Introduction & Development

(B) Growth

(C) Maturity

(D) Decline

4. In a pure competitive environment (price war), a firm has

(A) No control over pricing

(B) Some control over pricing

(C) A great deal of control over pricing

(D) Depends on the product

5. Why is it important to understand the marketplace of your business?

(A) To identify gap in the market and create a niche

(B) To understand what the competitors are doing and be different

(C) To understand the customer’s wants and needs

(D) All of the above.

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6. What is/are the effect(s) of competitors in the market?

(A) Lower sales

(B) Few customers

(C) Price discrimination

(D) All of the above

7. What are the characteristics of high barrier to entry markets?

(A) Few players in the market

(B) Low profitability

(C) Easy to enter

(D Common product

8. The solution to price competition is to develop a differentiated

(A)Product and price

(B) Promotion and package

(C) Package and label

(D) Offer and delivery

9. Why is Blue Ocean more attractive than Red Ocean?

(A) Because Blue Ocean is at the maturity stage

(B) Because Blue Ocean is the market of common products

(C) Because Blue Ocean has fewer competitors

(D)Because Blue Ocean has more competitors

10. Blue Ocean Strategy

(A)Creates contested market space

(B) Makes competition relevant

(C) Creates and captures new demand

(D) Offers lower price to attract customers

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APPENDIX B

EXPLORATION SURVEY

1. How much time do you spend in a week to search for business ideas that you

are interested in?

o Less than 1 hour

o 1 – 3 hours

o 3 – 6 hours

o More than 6 hours

2. How much time do you spend in a week to research about market and its

competition?

o Less than 1 hour

o 1 – 3 hours

o 3 – 6 hours

o More than 6 hours

3. How frequent you spend time reading and refreshing yourself with business

news?

o Everyday

o 3 – 5 times per week

o 2 times per week

o Once a week

o Once in a while

4. How many people you talked to in order to gain more understanding and

insights of the most recent problem or idea you are working on?

o Never

o 1 – 2 people so far

o 3 – 5 people so far

o 6 – 8 people so far

o More than 8 people so far

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5. For a problem you choose to work on, how many solutions you could think

of?

o Definitely one

o 2 – 3 options

o 4 – 5 options

o More than 5

6. Would you like to start your own business, and when?

o Yes, I have already started!

o Yes, I will be going to start within 3 months

o Yes, I will start within this year

o Yes, I will start in 2 years

o Yes, but still don’t know when

o No, I don’t want to start a business soon

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APPENDIX C

SESSION FEEDBACK Simulation Game (Rank 1-5 with 1 being the lowest score and 5 the highest

score)

The game was fun and enjoyable. (1) (2) (3) (4) (5)

The game improved my understanding about the topic. (1) (2) (3) (4) (5)

The game made me feel more engaged and competitive. (1) (2) (3) (4) (5)

The game allowed to me to identify opportunities. (1) (2) (3) (4) (5)

The game made me comfortable in taking risks. (1) (2) (3) (4) (5)

The game allowed me to identify the mistakes I make during the game. (1) (2)

(3) (4) (5)

The game motivated me to develop new ideas. (1) (2) (3) (4) (5)

The game motivated me to develop strategies to solve the problems I face. (1) (2)

(3) (4) (5)

The instructions of the game were clear. (1) (2) (3) (4) (5)

The deliverables of the game were clear. (1) (2) (3) (4) (5)

Score of the game overall… (1) (2) (3) (4) (5)

What did you learn from the session today?

_____________________________________________________________________

_____________________________________________________________________

How would you link and apply your learning today with real life situations?

_____________________________________________________________________

_____________________________________________________________________

What did you like during the session today?

_____________________________________________________________________

_____________________________________________________________________

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What should be improved for the better understanding about the session?

_____________________________________________________________________

_____________________________________________________________________

Would you be interested in joining the next session? Why or why not.

( ) Yes __________________________________________________

( ) No ______________________________________________________

What topics would you like to learn about? (You can choose more than one)

( ) Marketing Analysis

( ) Idea Generation

( ) Researching

( ) Prototyping

( ) Shaping Business Model

( ) Other, please specify ______________________

Would you like to receive news and update about the future sessions?

( ) Yes

( ) No

If yes, please provide your email address.

____________________________________________________________________

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APPENDIX D

RETAIN RUBRIC

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BIOGRAPHY

Name Ms. Sunit Kukreja

Date of Birth October 10, 1988

Educational Attainment

Work Position

Work Experiences

Academic Year 2011: Bachelor of

Health Science, Bond University,

Health Research and Promoter

(Consultant)

2011-2013: Assistant Hospital

Management and Health Promotion,

Bangkok Hospital

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