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THE REAL LIFE BUSINESS GAME: ENTREPRENEURSHIP

The “BOX” Simulation

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THE REAL LIFE BUSINESS GAME: ENTREPRENEURSHIP

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www.teambusiness.com

IN THE FOLLOWING PAGES… §  About Team Business

§  Our Programs

§  BOX – Teaching Entrepreneurship

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www.teambusiness.com

ABOUT TEAM BUSINESS §  World class educational institutions engage Team Business to offer hands-on, interactive

business simulations to students from high school through executive MBA audiences.  §  Through  the  experience  students  learn  financial  literacy,  business  literacy,  teamwork  and  

communica:on  skills.  

§  Students  learn  that  they  CAN  start  and  run  their  own  businesses,  learn  how  to  become    smarter  employees,  and  take  charge  of  their  financial  lives.  

§  We  offer  a  range  of  business  simula:ons  for  varying  skill  levels  and  business  topics.    (BOX:  Entrepreneurship;  CAR:  Fundamentals  of  Business,  TEAM:  Team  Dynamics  and  Leadership,  and  Accoun:ng  Comes  Alive:  Accoun:ng  and  Financial  Literacy)  

§  Thousands  of  students  have  experienced  our  programs  over  the  last  10  years  in  the    United  States,  Europe,  African  and  India.  

“ You  teach  business  at  an  intellectual  and  emo:onal    level  faster  than            anyone  else  I  know.”      Greg  Conderacci,  Good  Ground  Consul1ng  

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COMMON TEAM BUSINESS THEMES §  Our clients incorporate us into their programs for

various applications: §  A quick half or full day immersion program into understanding business

§  A method of accelerating the pace at which students get to know one another, to jump start the rest of the program

§  A way to provide students from varying backgrounds with a common experience from which to teach business lessons in greater depth

§  An experience from which to observe students behavior and to provide them with a learning opportunity about themselves and their styles, in a 'safe' learning environment

§  A fun experience that keep students engaged for several hours without technology, and takes a generation used to communicating strictly via technology, to work as a team and to interact with one another

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WE TEACH BUSINESS THROUGH HANDS-ON, INTERACTIVE SIMULATIONS

§  Common to all our programs: §  Business Education Programs

§  Instructor-led Business Simulations

§  Team Building Elements

§  Team-Based, 4-5 Member Teams

§  Extremely Competitive

§  Highly Engaging

§  Experiential & Shared Learning Methodology

§  Learn from Peers, Your Team and the Competition

§  Run by Team Business or Certify Your Own Trainers

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OUR BUSINESS SIMULATION PROGRAMS §  Teams run 'real,’ hands-on businesses in competition

with each other.

SIMULATION OUTCOME

1" Entrepreneurship

2 Fundamentals of Business

3 Team Building and Effectiveness

4 Accounting and Financial Analysis

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§  Understand, hands on, what it means to be an entrepreneur, to have a career in business or to work in a corporation.

§  How to be successful working as a part of a team.

§  How you can’t be successful, unless you work with your team…

§  How important it is to communicate and listen to others…

§  That there is no one right answer in business…

§  How to read and complete an income statement…

§  More importantly… Why it’s important that more money comes in and less money goes out.

WHAT STUDENTS GET OUT OF THE BOX EXPERIENCE?

Participants stay engaged for 4-8 hours, without digital technology.

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§  Participants run businesses for 6 imaginary months, in one day, with several stages and challenges.

§  Everyone participates in the management and production of a product.

§  Challenges include: §  Supply/Demand

§  Competitive Rivalry

§  Impact of Technology

§  Impact of Quality

§  Challenge of the Future

THE PROCESS

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TEAMS RECEIVE A BUSINESS CHALLENGE 1

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THEY GO INTO A MANAGEMENT MEETING TO STRATEGIZE AND MAKE DECISIONS 2

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THEY THEN IDENTIFY THEIR KEY VALUE AND COST DRIVERS… 3

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THEY TURN THEIR BUSINESS PLAN INTO ACTION… AGAINST THE CLOCK 4

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EACH TEAM MARKETS THEIR VALUE TO THEIR CUSTOMER… 5

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THEY MEASURE AND ANALYZE THEIR BUSINESS RESULTS ON INCOME AND CASH FLOW STATEMENTS 6

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MOST CRITICALLY, THEY REFLECT ON WHAT HAPPENED AND LEARN FROM THEIR MISTAKES AND SUCCESSES

7

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QUICK FACTS

Key Concepts

§  The cornerstones of business – customer satisfaction, costs, revenue, profit

§  The impact of technology §  The challenge of reduced demand §  The role of quality §  The role of advertising §  The concept of adding value §  The affordability of staff §  The dynamics of market forces and pricing §  The impact of interest and tax on profit §  The value chain – suppliers, inputs, processes, outputs, customers

Workshop Size & Audience

§  4-5 member teams; 16-30 participants §  Students in any specialization (business, science etc)

Time §  6-8 hours. Can be run in 1 full day or 2 half-day sessions

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THANK YOU

For further discussions, or to contact Team Business,

call Lara Azzam at 301.537.8980 Or e-mail: [email protected]