The document introduces an edupreneurial pedagogic method called the LE Game for teaching entrepreneurship. It provides a pull system experience that gives risk and added value. The method uses simulations and gaming to involve active learning and higher retention compared to traditional lectures. The LE Game simulation allows students to start businesses, purchase and sell goods, experience risks and success. Pre and post testing is used to measure changes in entrepreneurial behaviors like extraversion. The goal is to use experiential learning to develop both hard skills like business knowledge and soft skills like behaviors and attitudes needed for entrepreneurship.
4. Personalintroduction
Drs. Henk Roelofs
Senior lecturer at the Stenden university in Emmen, the Netherlands
Logistics, economics, etc.
Project manager entrepreneurial projects: Action, ActionB, ActionC,
Learningcompanies, SIFE, CBC, etc
Entrepreneur
Mrs. ShilpaSamploniusRaut
lecturer at the Stenden university in Emmen, the Netherland
economics, etc
Mr. WimMelenberg CPA
CFO Omale
Entrepreneur, co-owner of accounting firms
Member Advisory Board
Member of the monitoring board of MET
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7. Young peoplelearn different
Old teaching New teaching
Conventional speed Twitch speed
Mono tasking Multi tasking
Linearapproaches Non linearapproaches
Stand allone Connected
Competitive Colaborative
Passive Active
Seperatinglearning and
Learningbyplaying
playing Answers to
Patience in payoff So what? Instant payoff
Reality as context question
Fantasy
Technology as foe Technology as friend
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8. Learningbydoing
“I hear and I forget
I see and I remember
I do and I understand”
(Confucius)
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9. Mary Coulter
“Our definition
of entrepreneurship is
the process whereby an individual
or group of individuals use
. organized efforts to
pursue opportunities
to
create value
and grow by fulfilling wants and
needs through innovation and
uniqueness, no matter what
resources the entrepreneur
currently has.”
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10. Mary Coulter
“The Entrepreneurial Process”
characterized by:
• A context to identify opportunities
.
• Possible competitive advantage(s)
to start
• Engage in activities that are
entrepreneurship in action
should be present in a learning
environment for entrepreneurship
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15. Average retentionrate
(After 24 hours)
Lecture 5%
Reading 10%
AV presentation 20%
Demonstration 30%
Discussion group 50%
Practice by doing 75%
Teaching others 90%
David Sousa, How the Brain Learns
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16. Average retentionrate
(After 24 hours)
Lecture 5%
Reading 10%
AV presentation 20%
Demonstration 30%
Discussion group 50%
Practice by doing 75%
Teaching others 90%
David Sousa, How the Brain Learns
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17. Simulation and gaming
Games Simulations LE Game
Objective is to
Objective is to excelby
winning
executeseriousresponsib Both
ilities
Lineair Non lineair Both
No set of rules.
Set of rules Relationshipsthatchange Both
over time
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21. Outline LE Game
• Start: every Entrepreneur starts with capital
of€ 2.500 (cash & kind)
• Create added value: purchase, produce and
sell to the market
• Experience risk
• End: after ca. 2 hrs. the income statement /
balance sheet ….the winner is….
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24. Game overview
Supplier raw
materials Suppler raw Market raw
1 Production 2 materials materials
3
Production 4
Trader 2 Trader 4
Production
1
Trader 1 Supplier raw
materials
Supplier raw 2
Market finished materials
products 4 Trader 3
Production 3
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25. Market orders
Order
Product type Color
Dark grey
Brown
Green
Black
Yellow
Quantity Price/unit Total
1 1460 1460
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26. Hard and soft skills
Hard skills Soft skills
• Knowledge • Behaviour
• Skills • Attitude
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27. Behaviour
How do people approach the world ?
I E
N X
T T
R R
O A
V V
E E
Dr.CarlJung
R R
T T
28. Behaviour
How do people make a decision?
Thinking
Dr.CarlJung
Feeling
29. Behaviour
COOL/BLEU FIRE/RED
careful demanding
precisely resolute
steady strong will
studious goal orientated
formal businesslike
EARTH/GREEN SUNNY/YELLOW
loyal friendly
encouragement enthusiastic
compassion open
Patience convincing
relaxing talks a lot
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