Abstract
Games-based learning is increasingly embedded within entrepreneurship education; however, limited empirical attention has been given to how business simulations support entrepreneurial learning. This study examines how a business simulation operates as a learning environment in which students learn through the consequences of their decisions.
A primarily quantitative, cross-sectional survey design was adopted, with a limited qualitative element provided by open-ended questions. Survey data were collected from 33 postgraduate students participating in an 18-credit business analytics simulation module using SimVenture Evolution. Most attitudinal and evaluative items used five-point response scales. Measures captured perceptions of realism, decision-making confidence, preparedness for entrepreneurial challenges, risk orientation, and mindset development, while six substantive open-ended responses provided contextual insight into decision-making and feedback. Findings indicate that students perceived the simulation as a realistic and immersive entrepreneurial environment supporting experimentation and iterative decision-making. Students reported increased confidence under uncertainty and greater awareness of risk, trade-offs, and strategic consequences. A central feature associated with perceived learning was the ability to observe and respond to decision outcomes over multiple simulated periods, enabling reflection and adaptation. One open-ended response illustrated how the absence of real-world risk could support experimentation.
The findings suggest that entrepreneurial learning in business simulations may be supported by consequence-based feedback and iterative decision cycles. The study proposes the “learning through consequence loop” as an evidence-informed interpretation of how decision, consequence, feedback, reflection, and adaptation may interact in the development of decision-making capability. Given the post-only, self-reported design, the model is presented for further testing rather than as a demonstrated causal mechanism.
A primarily quantitative, cross-sectional survey design was adopted, with a limited qualitative element provided by open-ended questions. Survey data were collected from 33 postgraduate students participating in an 18-credit business analytics simulation module using SimVenture Evolution. Most attitudinal and evaluative items used five-point response scales. Measures captured perceptions of realism, decision-making confidence, preparedness for entrepreneurial challenges, risk orientation, and mindset development, while six substantive open-ended responses provided contextual insight into decision-making and feedback. Findings indicate that students perceived the simulation as a realistic and immersive entrepreneurial environment supporting experimentation and iterative decision-making. Students reported increased confidence under uncertainty and greater awareness of risk, trade-offs, and strategic consequences. A central feature associated with perceived learning was the ability to observe and respond to decision outcomes over multiple simulated periods, enabling reflection and adaptation. One open-ended response illustrated how the absence of real-world risk could support experimentation.
The findings suggest that entrepreneurial learning in business simulations may be supported by consequence-based feedback and iterative decision cycles. The study proposes the “learning through consequence loop” as an evidence-informed interpretation of how decision, consequence, feedback, reflection, and adaptation may interact in the development of decision-making capability. Given the post-only, self-reported design, the model is presented for further testing rather than as a demonstrated causal mechanism.
| Original language | English (Ireland) |
|---|---|
| Title of host publication | Proceedings of the 20th European Conference on Games-Based Learning |
| Place of Publication | Technische Universität Darmstadt, Germany |
| Pages | 612-620 |
| Volume | 20 |
| Edition | 1 |
| ISBN (Electronic) | 978-1-917204-95-8 |
| DOIs | |
| Publication status | Published - 28 Sept 2026 |
| Event | 20th European Conference on Games-Based Learning - Technische Universität Darmstadt, Darmstadt, Germany Duration: 30 Sept 2026 → 2 Oct 2026 |
Conference
| Conference | 20th European Conference on Games-Based Learning |
|---|---|
| Country/Territory | Germany |
| City | Darmstadt |
| Period | 30/09/26 → 2/10/26 |
UN SDGs
This output contributes to the following UN Sustainable Development Goals (SDGs)
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SDG 4 Quality Education
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