Simulating Entrepreneurship: Developing Entrepreneurial Human Capital through Online Simulations

This case study explores how online simulations can act as innovative pedagogical tools for developing entrepreneurial competencies and human capital among international business students in a UK university. It also examines how simulation-based learning supports students’ sense-making and emerging entrepreneurial identities as part of competency development. Drawing on Human Capital Theory and a constructivist, abductive research approach, the study examines the extent to which the gamified platform SimVenture supports both action-oriented and growth-oriented competencies within entrepreneurship education. Qualitative data were collected through focus groups and thematically analysed in NVivo, using coding frequency analysis to identify patterns in competency development, and to capture students’ reflections on their learning, sense-making, and competency development within the simulation. Findings indicate that SimVenture effectively supports the development of action-oriented competencies such as teamwork, risk-taking, self-efficacy, problem-solving, and planning. In contrast, growth-oriented competencies including creativity, persuasion, and networking were less evident, suggesting these require longer-term engagement and reflection beyond the immediate simulation experience. The study highlights the differential impact of simulations on entrepreneurial competency development and demonstrates how gamified, experiential tools can foster both skill acquisition and identity formation. These findings underscore the pedagogical value of integrating digital simulations with approaches that promote reflective and sustainability-oriented entrepreneurial learning. For educators, the research offers practical insights into designing blended learning experiences that combine simulations with reflective and network-building activities to cultivate a broader range of entrepreneurial competencies. While the study is limited by its single case design and small cohort size, it provides a foundation for future longitudinal and cross-context research exploring the role of gamified simulations in fostering entrepreneurial learning and human capital development.

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Publication Details

Journal
International Journal of Pedagogy Innovation and New Technologies
Published
2025-12-22
DOI
https://doi.org/10.71358/ijpint.2645
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Simulating Entrepreneurship: Developing Entrepreneurial Human Capital through Online Simulations

Wendy Auchterlounie, Andrew Paul Clarke, Kamalavelu Velayutham, Paulina MacKrell
International Journal of Pedagogy Innovation and New Technologies
Educational Games and Gamification
article

Simulating Entrepreneurship: Developing Entrepreneurial Human Capital through Online Simulations

Wendy Auchterlounie, Andrew Paul Clarke, Kamalavelu Velayutham, Paulina MacKrell
article en

Abstract

This case study explores how online simulations can act as innovative pedagogical tools for developing entrepreneurial competencies and human capital among international business students in a UK university. It also examines how simulation-based learning supports students’ sense-making and emerging entrepreneurial identities as part of competency development. Drawing on Human Capital Theory and a constructivist, abductive research approach, the study examines the extent to which the gamified platform SimVenture supports both action-oriented and growth-oriented competencies within entrepreneurship education. Qualitative data were collected through focus groups and thematically analysed in NVivo, using coding frequency analysis to identify patterns in competency development, and to capture students’ reflections on their learning, sense-making, and competency development within the simulation. Findings indicate that SimVenture effectively supports the development of action-oriented competencies such as teamwork, risk-taking, self-efficacy, problem-solving, and planning. In contrast, growth-oriented competencies including creativity, persuasion, and networking were less evident, suggesting these require longer-term engagement and reflection beyond the immediate simulation experience. The study highlights the differential impact of simulations on entrepreneurial competency development and demonstrates how gamified, experiential tools can foster both skill acquisition and identity formation. These findings underscore the pedagogical value of integrating digital simulations with approaches that promote reflective and sustainability-oriented entrepreneurial learning. For educators, the research offers practical insights into designing blended learning experiences that combine simulations with reflective and network-building activities to cultivate a broader range of entrepreneurial competencies. While the study is limited by its single case design and small cohort size, it provides a foundation for future longitudinal and cross-context research exploring the role of gamified simulations in fostering entrepreneurial learning and human capital development.

International Journal of Pedagogy Innovation and New TechnologiesVol. 12(2)
University of Lancashire (GB), Lancashire County Council (GB)
Decent work and economic growth
Openalex Percentile: Top 28%
Educational Games and Gamification
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