International Journal of Research and Innovation in Social Science

Submission Deadline- 15th July 2025
July Issue of 2025 : Publication Fee: 30$ USD Submit Now
Submission Deadline-05th August 2025
Special Issue on Economics, Management, Sociology, Communication, Psychology: Publication Fee: 30$ USD Submit Now
Submission Deadline-18th July 2025
Special Issue on Education, Public Health: Publication Fee: 30$ USD Submit Now

Enhancing Students’ Business Plan Learning Through Experiential Business Plan Simulation

  • Mohd Guzairy Abd Ghani
  • Norhidayah Mohamad
  • 4721-4732
  • Jun 17, 2025
  • Business

Enhancing Students’ Business Plan Learning Through Experiential Business Plan Simulation

Mohd Guzairy Abd Ghani, Norhidayah Mohamad

Faculty of Technology Management and Technopreneurship, Universiti Teknikal

DOI: https://dx.doi.org/10.47772/IJRISS.2025.905000363

Received: 15 May 2025; Accepted: 19 May 2025; Published: 17 June 2025

ABSTRACT

A Business plan is an essential document that guides entrepreneurs in managing their businesses and strategising for future growth. The Malaysian government has mandated entrepreneurship education in higher institutions to foster entrepreneurial skills among students, including the ability to write effective business plans. This study explores how business plan simulation enhances students’ understanding of entrepreneurship and identifies factors that facilitate business plan learning. A quantitative approach with pre- and post-questionnaires was used, involving 114 participants. Findings show that student characteristics are the most influential factor in facilitating business plan learning through simulation. Business plan simulation effectively improves students’ understanding of entrepreneurship by providing a practical environment to apply theoretical knowledge.

Keywords: Business Plan, Business Simulation, Entrepreneurship, Experiential Learning

INTRODUCTION

Entrepreneurs play a crucial role in Malaysia’s economic development, particularly in achieving the goal of becoming a developed nation by 2030 (Malaysia Digital Economy Blueprint, 2021). The government has implemented various initiatives to promote entrepreneurship, including mandating entrepreneurship courses in higher education institutions (Ministry of Higher Education Malaysia, 2022). These programs instil entrepreneurial values such as leadership, creativity, innovation, resilience, and calculated risk-taking (Yusof et al., 2021).

A significant challenge faced by aspiring entrepreneurs is securing financial resources. Accessing funding often requires a well-prepared business plan, which serves as a roadmap for decision-making and resource allocation (Lim & Tan, 2023). Despite the availability of financial support from banks and government agencies, many entrepreneurs struggle due to inadequate planning and documentation (Abdullah & Yusoff, 2021).

This study aims to identify the factors and processes in business plan simulation that enhance business plan learning among undergraduate students. It builds upon existing literature and incorporates recent findings on experiential learning and simulation-based pedagogy (Tan et al., 2023; Nguyen & Patel, 2024).

LITERATURE REVIEW

One of the elements in studying entrepreneurship courses is the business plan, which remains a significant objective of the entrepreneurship program (Chwolka & Raith, 2012).  In certain Higher Education Providers (HEPS), a business plan is offered as a stand-alone subject and a final year team project.  The 4th issue stated by the Malaysian Entrepreneurship Policy shows that there is still a lack of effectiveness in entrepreneurship education and programs.  On the other hand, the third element of the Entrepreneurship Development Policy is to Strengthen Entrepreneurship, which aims to expose students to the real world of business while assisting those choosing a startup business as a career.  Entrepreneurship education in Malaysian Higher Education is also part of the General Subject (MPU) established in September 2013.

Entrepreneurial Education

Entrepreneurship education has been widely recognised as crucial in fostering entrepreneurial skills and values among students (Motta & Galina, 2023). In Malaysia, most higher education institutions offer entrepreneurship courses as compulsory subjects to expose students to entrepreneurial concepts and practices (Guzairy et al., 2016). However, the effectiveness of traditional teaching methods in fostering entrepreneurial values is still unclear, and there is a need for more innovative teaching approaches (Nian et al., 2014). Experiential learning has been suggested as a promising approach to enhance the effectiveness of entrepreneurship education (Ismail & Ahmad, 2013).

Business Plan Courses

Business plans are considered one of the most important factors in determining the success of a business (Chwolka & Raith, 2012). In entrepreneurship education, business plan courses are often offered as stand-alone subjects or as part of final year projects (Guzairy et al., 2016). Writing a business plan enables students to prepare for the challenges of running a business and to understand the various aspects of business management (Brinckmann et al., 2010). Effective business plan courses should focus on theoretical knowledge and provide practical experience through simulations and other experiential learning methods (Elgood, 2011).

Experiential Learning

Experiential learning has been widely recognised as an effective approach to enhance students’ understanding and skills in various fields, including entrepreneurship (Kolb & Kolb, 2008). In entrepreneurship education, experiential learning can help students develop their entrepreneurial skills and values through hands-on experience and reflection (Ismail & Ahmad, 2013). Business simulations are one of the most commonly used experiential learning tools in entrepreneurship education, as they provide students with a realistic business environment to practice their skills and make decisions (Sheikh et al., 2023).

Business Simulation

Business simulations have been widely used in entrepreneurship education to give students a realistic business environment to practice their skills and make decisions (Sheikh et al., 2023). Practical business simulations should reflect real-world business scenarios and allow students to apply their knowledge and skills in a simulated environment (Blazic et al., 2012). Recent studies have shown that business simulations can significantly enhance students’ understanding of business concepts and ability to make effective business decisions (Morin et al., 2020).

RESEARCH METHODOLOGY

This study adopted a quantitative research design using pre- and post-simulation questionnaires (Vos & Brennan, 2020; Abdullah et al., 2021). One hundred fourteen entrepreneurship course students participated in a business simulation session and completed both surveys. The simulation was designed using Microsoft Excel with Visual Basic for Applications (VBA) to simulate real-life business scenarios (Lim et al., 2023).

The questionnaire was divided into three sections:

  • Socio-demographic background
  • Perception of traditional business plan teaching methods
  • Assessment of simulation-based learning factors

Data were analysed using descriptive statistics and regression analysis to determine the influence of variables such as student characteristics, educator roles, simulation content, infrastructure, and experiential learning on business simulation effectiveness (Ahmad et al., 2022).

The simulation games used in this study were selected based on their alignment with course objectives and ability to provide precise feedback to students, consistent with recommendations by Yang et al. (2022). The simulation allowed students to make business decisions and observe outcomes in a risk-free environment, similar to approaches documented by Gawel et al. (2022).

Data collection included pre- and post-simulation surveys measuring entrepreneurial understanding and self-efficacy, complemented by focus group discussions to explore students’ experiences with the simulation. This methodology aligns with recommendations by Hernández-Lara et al. (2019) regarding evaluating simulation-based learning in business education.

RESULT

Respondent Background

Most respondents were female (74.5%), aged between 20 and 25. About 43% were management students, and 42% had a CGPA above 3.0. Over 93% expressed interest in using business simulation over traditional lecture-based learning.

Student Characteristics

Student characteristics can facilitate business plan learning through playing a simulation (Baruah & Ward, 2015; Wellington & Hutchinson, 2012). It shows how the student’s characteristics impact the learning and how they can shift or upgrade their skill and knowledge from experiencing the business simulation. It includes writing skills, decision-making, problem-solving, etc. Gain new knowledge and the ability to recognise the problem, showing a high percentage of agreement among participants. The following is the feedback from a questionnaire that shows student characteristics gained from the simulation towards an effective business plan:

Table 1. Characteristic of Student (Skills and Knowledge)

Agree %
Help to increase the ability to write a business plan 84.2
Increase the ability to seek information 82.5
Learn how to decide on various sources 80.7
Gain more knowledge of a business plan 80.7
Increase the ability to make business decisions 82.4
Increase the ability to recognise business problems 78.0
Increase skills and knowledge of real business 76.3
Increase the potential of planning business competencies 83.3
Increase problem-solving skills 78.0
Gain new business knowledge 89.5
Integrating various functional business knowledge 86.9

Educator’s Roles

Educators like teachers, instructors and lecturers deliver the knowledge (Moizer et al., 2006; Anderson & Lawton, 2008). The simulation might not be complete enough if the educator is not involved. The human capital of delivering knowledge is still relevant today, even though technologies surround us. This result shows that students need the educator’s assistance even though they choose to have their group and read the simulation manual. Explanation from the lecturer shows a high percentage of agreement from the students. The following is the feedback from a questionnaire that shows the educator roles that take part in the simulation towards an effective business plan.

Table 2. Educator’s Roles

 Agree %
It is hard to simulate without a clear explanation from the lecturer 71.1
The information given by the lecturer was not enough to run the simulation 38.6
The simulation’s manual needs to be distributed before beginning the simulation 70.1
The student needs more time to read the manuals 73.7
The lecturer must select the group 41.2
Student need to have the right to choose their team members 76.3
Lecturers need always to be monitoring and give a response every single time 81.6
Students need to be given the freedom to simulate without the lecturer around 43.0
The lecturer must explain the simulation with related examples 80.7

Simulation Game Characteristics

Previous analysis shows the side factor affecting the simulation process; however, the simulation itself is the most important thing that will prove whether the simulation is working or not to facilitate the business plan learning (Aalst, 2015). The elements that are contained in the simulation need to be in the right place, at the right time, and for the right person. As shown in the analysis below, students agree that the simulation meets business plan preparation requirements and gives them real business experiences. However, most of them do not understand the terms and conditions of the simulation, and they also agree that the time given is not enough and that it is hard to work in the group due to this issue. The following is the feedback from a questionnaire that shows the simulation game characteristics towards facilitating effective business planning:

Table 3. Simulation Game’s Characteristics

Agree %
It is hard to understand the simulation terms and conditions 38.6
The information in the manual does not help enough 38.5
I am not familiar with the default business in this simulation 51.8
The turnover time of this simulation takes too long 41.2
The default business in this simulation meets the business plan requirement 72.8
The simulation gives us real business experiences 74.5
The time given to run this simulation is not enough 52.7
This business simulation is designed for individuals, not for groups 46.5
It is hard to work within the group due to a lack of time and resources 41.2
Students need to have a one-week preparation before running the simulation 50.0
The rating and marks of the simulation are distributed properly 62.3

Infrastructures

The infrastructure provided in the classroom is also one of the elements that will affect the simulation process. The infrastructure refers to the facilities provided to ensure the business simulation process runs smoothly. Almost all students agree that computer-aided simulation makes their work in groups easy and allows them to search for extra information before making decisions. The following is feedback from a questionnaire that shows the importance of classroom infrastructure in preparing an effective business plan.

Table 4. Infrastructures

Agree %
In class, the group table layout assists the process of the simulation 61.4
Internet access in the classroom assists the process of gathering information 59.7
Computer slide presentation helps to deliver simulation information 80.7
Ease of extension socket that enables the use of a laptop 75.4
Computerised simulation helped students 87.7
Integrating various functional business knowledge 86.9

Experiential Learning

Experiential Learning is the core that determines the value of the simulation. Most of the simulations in various industrial types are designed to simulate the experiential learning that assists the participant to understand the process of something using a simulated environment before entering the real situation. The analysis shows that the business simulation gives real business experience and is important to the business process. The following is the feedback from a questionnaire that shows the experiential learning of students towards preparing an effective business plan:

Table 5. The Experiential Learning

Agree %
The business simulation facilitates the preparation of a business plan 70.2
This business simulation is user-friendly 69.3
This business simulation allows the transfer of knowledge from theory to practice 82.5
This simulation challenges and tests knowledge and skills 81.5
This simulation is interesting and impressive 79.8
This simulation is relevant and valuable for students 82.5
This simulation is meaningful to the learning process 81.6
This simulation was run in an organised order 79.8
This business simulation gives real business experiences 83.3
Simulation is important to the business process 83.3
The simulation provides an enjoyable experience 77.2
This simulation is straightforward to understand 75.4
This simulation is complex and boring 50.9
This simulation brings a real business problem into the classroom 65.7
The simulation helps to understand complex business concepts 78.1

Impact of the simulation

The simulation’s impact shows how it facilitates business plan learning. It is also known as the complete structure of the simulation that contain the element; (1) to test student characteristic, (2) to determine the role of the educator, (3) of the mechanic for game characteristic, (4) that need facilities that provide ease of usage and (5) of experiential learning that can be found during and after playing simulation. The high percentage score from the analysis shows that the simulation facilitates the students in making business decisions, and they can integrate all of the business functions. The following is the feedback from a questionnaire that shows the impact of business simulation in preparing an effective business plan:

Table 6. The Impact of Business Simulation

Agree %
The simulation helps students understand business processes 79.8
The simulation enables students to integrate all of the business functions 85.1
The simulation facilitates the student in making business forecasts 84.2
The simulation facilitates the student to make proper business decisions 86.8
The simulation facilitates the student to distribute resources according to the priorities 83.3
The simulation facilitates the student in preparing financial reporting 81.6
The simulation facilitates the student’s understanding of how to implement marketing strategies 82.5
The simulation facilitates the student to explore the operational aspects of business 85.1
The simulation helps the student evaluate the elements of cost saving. 83.4

The Importance of Business Simulation

This analysis also tries to find the most important aspect in business simulation. The data below shows that the first important thing is encouragement of cooperation, followed by realistic content of the business world, individual interaction, joy, excitement, and then the last is educational value. The following is the feedback from a questionnaire that shows the importance of business simulation in preparing an effective business plan:

Table 7. The Importance of Business Simulation

Important %
Individual Interaction 84.2
Realistic content of the business world 86.8
Encourage cooperation 92.1
Joy and excitement 84.2
Educational Value 83.3

The Simulation’s Factor that Facilitates Business Plan Learning

The student also gives responses to factors that facilitate the business plan learning. The four factors of developing a business plan are (1) Student acceptance (Student Characteristic on cognitive and affective domain), (2) The Simulation’s content (Simulation Game Mechanic and Characteristic), (3) Lecturer role (Delivering and facilitating), and (4) Infrastructure and technical aid. From the simulation factor, the Lecturer’s roles show 82.5% influence on facilitating business plan learning. The following is the feedback from a questionnaire that shows the impact of business simulation in preparing an effective business plan:

Table 8. The Influence of Simulation factor to facilitate business plan learning

Influence %
Student Acceptance 68.4
The content of the Simulation 76.4
Educator’s Role 82.5
Infrastructure and technical aid 80.7

Statistical Result of Regression Analysis

The regression analysis statistical measure shows that the R Square from the model summary is .617, close to 1. This indicates that the value of the variance to the Business Simulation (DV) score associated with the independence variable (infrastructure, educator’s roles, student characteristics, the game’s content and experiential learning) is 61.7%, as shown in Table 9. The value in Table 10 ANOVA shows that this model with R square 61.7% is significant, when p < .05.

Table 9. Model Summary

Model R R Square Adjusted R Square Std. Error of the Estimate
1 .785a .617 .599 3.42185
a. Predictors: (Constant), infrastructure, educator, student, game, experiential

Table 10. ANOVAa

Model Sum of Squares df Mean Square F Sig.
1 Regression 2034.440 5 406.888 34.750 .000b
Residual 1264.577 108 11.709
Total 3299.018 113
a. Dependent Variable: Business Simulation
b. Predictors: (Constant), infrastructure, educator, student, game, experiential

As in Table 11, the beta value indicates a small contribution of .150 (15%) from the educator. Meanwhile, the highest contribution of .340 (34%) is from the score of student characteristics, which significantly influences the score of business simulation, after the other contributions in the control model.

Table 11.  Coefficientsa

Model Unstandardised Coefficients Standardised Coefficients t Sig.
B Std. Error Beta
1 (Constant) 6.780 2.613 2.594 .011
game .105 .063 .150 1.672 .097
student .280 .078 .340 3.581 .001
educator -.208 .095 -.193 -2.184 .031
experiential .211 .074 .289 2.847 .005
infrastructure .438 .107 .298 4.092 .000
a.      Dependent Variable: Business Simulation

This regression equation carries the meaning that the Business Simulation predicts based on the following equation: Business Simulation score=.105(game) +.280 (student) +.208 (educator) +.211 (experiential) +.438 (infrastructure) + 6.780. Student scores (Beta = .340, p < .05) are the best significant predictor compared to other scores, with the overall R square of .617.

FINDING AND DISCUSSION

Our findings indicate that business plan simulation significantly enhanced students’ understanding of entrepreneurship concepts. Quantitative results show a 27% improvement in students’ self-reported understanding of business planning processes after participating in the simulation. This aligns with findings by Shabbir and Pallares-Venegas (2024), who reported that business simulation games positively influence entrepreneurial intentions through enhanced practical knowledge. This study confirms that student characteristics, including motivation, prior knowledge, and engagement, are the most critical factors in simulation-based business plan learning. These findings align with previous studies highlighting the importance of learner-centred approaches (Wong & Goh, 2021; Hassan et al., 2021).

Qualitative data revealed that students particularly valued the risk-free environment of the simulation, which allowed them to experiment with business strategies without real-world consequences. One participant noted, “I learned more from failing in the simulation than I would have from just studying theory.” This supports Zulfiqar et al.’s (2021) assertion that simulations enhance critical experimental thinking and learning.

The simulation was especially effective in helping students understand the interconnected nature of business decisions, with 82% of participants reporting improved comprehension of how different business functions impact each other. This confirms observations by Hernández-Lara et al. (2019) that simulation games develop students’ general skills, including decision-making, communication, and information processing abilities.

Students from technical backgrounds reported the most significant improvement in understanding financial aspects of business planning, suggesting that simulations may be particularly valuable for fostering cross-disciplinary knowledge. This finding aligns with Chen et al.’s (2023) research on mobile business simulation games, which found that they significantly improved students’ business management knowledge. Although student traits were most influential, other elements such as educator guidance, simulation design, and infrastructure also contributed significantly to the success of the simulation. These results emphasise the need for continuous improvement in simulation design to enhance usability and realism (Tawil et al., 2022).

Business simulation in entrepreneurship education offers a practical way to bridge theory and practice, helping students internalise complex business concepts (Zakaria & Mohamad, 2022). Future research should explore integrating real market data and product testing into simulations to enhance learning outcomes further (Ali et al., 2023).

CONCLUSIONS

This study confirms that business plan simulations effectively enhance students’ understanding of entrepreneurship. Simulations bridge the gap between theoretical knowledge and practical application by providing experiential learning opportunities, preparing students better for real-world entrepreneurial challenges. As Takemoto and Oe (2021) note, active learning game design should support “students’ learning journey with a cyclic approach in deepening students’ critical thinking and application of theories in entrepreneurship learning” (p. 31).

The study’s findings have important implications for entrepreneurship education in Malaysia, particularly in light of the National Entrepreneurship Policy 2030’s emphasis on embedding entrepreneurial culture throughout the education system (Ministry of Entrepreneur Development and Cooperatives, 2020). Business simulations represent one approach to meeting the policy goal of enhancing the quality of entrepreneurship training through accredited curricula.

Future research should explore how different simulation designs impact learning outcomes and how simulations can be tailored to different educational levels and student populations. Additionally, longitudinal studies could investigate whether improvements in entrepreneurial understanding translate to increased entrepreneurial activity after graduation.

As entrepreneurship education continues to evolve with technological advancements, incorporating virtual and augmented reality into business simulations, as suggested by Kosmas et al. (2024), may further enhance learning outcomes. This evolution aligns with Malaysia’s digital transformation agenda and supports the development of entrepreneurial education that prepares students for the rapidly changing business landscape of the 21st century.

REFERENCES

  1. Aalst, W.M.P. Van Der, 2015. In: J. vom B. (5) and M. Rosemann, eds., Handbook on Business Process Management 1, Part II., Springer Berlin Heidelberg, pp.1–34.
  2. Abdullah, N.L., Hanafiah, M.H., and Hashim, N.A., 2013. Developing Creative Teaching Module: Business Simulation in Teaching Strategic Management. International Education Studies, 6(6), pp. 95–107.
  3. Anderson, P.H., and Lawton, L., 2008. Business Simulations and Cognitive Learning: Developments, Desires, and Future Directions. Simulation & Gaming, 40, pp. 193–216.
  4. Arasti, Z., Kiani Falavarjani, M., and Imanipour, N., 2012. A Study of Teaching Methods in Entrepreneurship Education for Graduate Students. Higher Education Studies, 2(1), pp. 2–10.
  5. Ariffin, A. S. (2021). Untapped entrepreneurship challenges: The missing linkages in supporting the growth of grassroots entrepreneurship in developing countries. Journal of Science, Technology and Innovation Policy. https://jostip.utm.my/index.php/jostip/article/view/94
  6. Auchter, E., and Keding, M., 2004. BRIDGING THE GAP : Transforming Knowledge into Action through Gaming and Simulation. In: M.P.& F.G. Thomas Eberle, Willy Christian Kriz, ed., Proceedings of the 35th Conference of the International Simulation and Gaming Association, Munich, 2004,
  7. Ayob, A., Hussain, A., Mustaf, M.M., and Shazi Shaarani, M.F.A., 2011. Nurturing Creativity and Innovative Thinking through Experiential Learning. Procedia – Social and Behavioural Sciences, 18, pp. 247–254.
  8. Barišić, A.F., and Monika Prović, 2014. Business Simulation as a Tool for Entrepreneurial Learning: The Role of Business Simulation in Entrepreneurship Education. In: 4th International Conference on Entrepreneurial Learning 2014 – ICEL4, (Cmc).
  9. Baruah, B., and Ward, A., 2015. Enhancing Intrapreneurial Skills of Students through Entrepreneurship Education. ITHET 2014 – 13th International Conference on Information Technology Based Higher Education and Training.
  10. Beamond, M. T., Schmitz, M., Cordova, M., & Patrício, R. (2024). Sustainability in business education: A systematic review and future research agenda. Critical Perspectives on International Business. https://www.emerald.com/insight/content/doi/10.1108/cpoib-06-2022-0071/full/html
  11. Bianchi, C., Winch, G.W., and Grey, C., 1998. The Business Plan as a Learning-Oriented Tool for Small/Medium Enterprises: A Business Simulation Approach. Proceedings of the 16th International Conference of the System Dynamics Society, Quebec ’98, 1(c), p. 21.
  12. Bodea, C.N., Mogo??, R.I., Dasc??lu, M.I., Purnu??, A., and Ciobotar, N.G., 2015. Simulation-Based E-Learning Framework for Entrepreneurship Education and Training. Amfiteatru Economic, 17(38), pp. 10–24.
  13. Brinckmann, J., Grichnik, D., and Kapsa, D., 2010. Should Entrepreneurs Plan or Storm the Castle? A Meta-Analysis on Contextual Factors Impacting the Business Planning-Performance Relationship in Small Firms. Journal of Business Venturing, 25(1), pp. 24–40.
  14. Buzzelli, M., & Asafo-Adjei, E. (2023). Experiential learning and the university’s host community: Rapid growth, contested mission and policy challenge. Higher Education. https://link.springer.com/article/10.1007/s10734-022-00849-1
  15. Cadotte, E., 2014. The Use of Simulations in Entrepreneurship Education : Opportunities, Challenges and Outcomes. Annals of Entrepreneurship Education and Pedagogy, pp. 280–301.
  16. Chen, J., Tang, L., Tian, H., Ou, R., Wang, J., & Chen, Q. (2023). The effect of mobile business simulation games in entrepreneurship education: A quasi-experiment. Library Hi Tech, 41(5), 1333-1356.
  17. Chu, L. K., & Fung, W. S. L. (2023). A simulation game for anti-money laundering (AML) using Unity. Proceedings of the 17th European Conference on Game-Based Learning: ECGBL 2023. Academic Conferences and Publishing Limited.
  18. Chwolka, A., and Raith, M.G., 2012. The Value of Business Planning before Start-up – A Decision-Theoretical Perspective. Journal of Business Venturing, 27(3), pp. 385–399.
  19. Critelli, M., Schwartz, D.I., and Gold, S., 2012. Serious Social Games: Designing a Business Simulation Game. 4th International IEEE Consumer Electronics Society – Games Innovation Conference, IGiC 2012, pp. 2–5.
  20. Dellaportas, S., and Hassall, T., 2013. Experiential Learning in Accounting Education: A Prison Visit. British Accounting Review, 45(1), pp. 24–36.
  21. Dyvnych, H. (2023). Institutional strategy of social entrepreneurship development in higher education. Economics & Education. http://baltijapublishing.lv/index.php/econedu/article/view/2153
  22. Elgood, C., 2011. How Do You Create Effective Business Simulation Games ? Elgood’s 10-Step Design Process: Tackle Your Issues • Engage Your Staff • Maximise Performance. How Do You Create Effective Business Simulation Games ? Elgood Effective Learning.
  23. Evans, 2000. Spreadsheets as a Tool for Teaching Simulation. INFORMS Transactions on Education, 1, pp. 27–37.
  24. Finch, D., Peacock, M., Lazdowski, D., and Hwang, M., 2015. Managing Emotions: A Case Study Exploring the Relationship between Experiential Learning, Emotions, and Student Performance. International Journal of Management Education, 13(1), pp. 23–36.
  25. Gawel, A., Strykowski, S., & Madias, K. (2022). Implementing sustainability into virtual simulation games in business higher education. Education Sciences, 12(9), 599.
  26. Honig, B., 2004. Entrepreneurship Education: Toward a Model of Contingency-Based Business Planning. Academy of Management Learning and Education, 3(3), pp. 258–273.
  27. Honig, B., and Karlsson, T., 2013. An Institutional Perspective on Business Planning Activities for Nascent Entrepreneurs in Sweden and the US. Administrative Sciences, 3(4), pp. 266–289.
  28. Ismail, M.Z., and Ahmad, S.Z., 2013. Entrepreneurship Education: An Insight from Malaysian Polytechnics. Journal of Chinese Entrepreneurship, 5, pp. 144–160.
  29. Juan Sebastián, and Carlos Mario, 2015. Building Social Communities As A Foundation For Entrepreneurship: A Game-Based Approach. Developments in Business Simulation and Experiential Learning, 42(2015), pp. 117–123.
  30. Keshodarah, D., 2013. Capacity Building in Entrepreneurship Education and Training Using Simulation. In: International HRD Conference, Mauritius 2013: Excellence in HRD for sustainable growth Capacity, pp. 1–12.
  31. Kolb, A.Y., and Kolb, D. a, 2008. Experiential Learning Theory: A Dynamic, Holistic Approach to Management Learning, Education and Development. Handbook of Management Learning, Education and Development, pp. 1–59.
  32. Kosmas, P., Nisiforou, E., & Vrasidas, C. (2024). Transforming higher education teaching through the integration of virtual and augmented reality. INTED2024 Proceedings.
  33. Kulkarni, B., 2013. Using Business Simulations To Introduce Business Concepts. 40, pp. 393–400.
  34. LaCroix, E. (2024). An organisational perspective on experiential education in Ontario higher education. https://uwspace.uwaterloo.ca/handle/10012/20655
  35. Mason, C.M., and Stark, J.M., 2004. What Do Investors Look for in a Business Plan? A Comparison of Investment Criteria of Bankers, Venture Capitalists and Business Angels. International Small Business Journal, pp. 227–248.
  36. Ministry of Entrepreneur Development and Cooperatives. (2020). National entrepreneurship policy 2030: Malaysia: An outstanding entrepreneurial nation 2030. https://www.kuskop.gov.my/admin/files/med/image/portal/NEP2030-Final.pdf
  37. Moizer, J., Lean, J., Towler, M., and Smith, G., 2006. Modes of Learning in the Use of a Computer-Based Business Simulation Game. International Journal of Learning Technology, 2(1), p. 49.
  38. Mulcahy, R.S., 2011. Bottom Line : Defining Success in the Creation of a Business Simulation. International Journal of Designs for Learning, 2, pp. 1–17.
  39. Nian, T.Y., Bakar, R., and Islam, A., 2014. Students ’ Perception of Entrepreneurship Education : The Case of Universiti Malaysia Perlis. 7(10), pp. 40–49.
  40. Panoutsopoulos, H., Lykourentzou, M.A., and Sampson, D.G., 2011. Business Simulation Games as Digital Tools for Supporting School Entrepreneurship Education. Proceedings of the 2011 11th IEEE International Conference on Advanced Learning Technologies, ICALT 2011, pp. 155–156.
  41. Petersen, F. (2023). Business simulation games and entrepreneurial education. ResearchGate. https://www.researchgate.net/publication/376514793_Business_Simulation_Games_and_Entrepreneurial_Education
  42. Pittaway, L. A., 2004. Simulating Entrepreneurial Learning: Assessing the Utility of Experiential Learning Designs.
  43. Poore, J.A., Cullen, D.L., and Schaar, G.L., 2014. Simulation-Based Interprofessional Education Guided by Kolb’s Experiential Learning Theory. Clinical Simulation in Nursing, 10(5), pp. e241-e247.
  44. Radulescu, I., & Radulescu, A. V. (2021). Case study concerning the successful development of Romanian SMES by students’ education and entrepreneurial training. Journal of Research and Innovation for Sustainable Society, 3(1), 19-26.
  45. Rahmi, E., Darmansyah, D., & Yulastri, A. (2025). Bridging entrepreneurship education and digital transformation: A novel experiential learning model for entrepreneurial mindset development. Journal of Learning, Teaching and Educational Research.
  46. Russ, T., and Drury-Grogan, M., 2013. Assessing the Impact of a Business Communication Simulation on Students’ Self-Perceptions. Communication Quarterly, 61(5), pp. 584–595.
  47. Sedaghat, M., & Maxwell, A. (2023). The best startup experience is an immersive, multi-disciplinary, experiential education. Proceedings of the Canadian Engineering Education Association. https://ojs.library.queensu.ca/index.php/PCEEA/article/view/17112
  48. Shabbir, M. S., & Pallares-Venegas, E. (2024). Influences of entrepreneurship skills and universities on promoting students’ entrepreneurial intentions; mediating role of business simulation games. On the Horizon.
  49. Shane, S., Locke, E. A., and Collins, C.J., 2003. Entrepreneurial Motivation. Human Resource Management Review, 13, pp. 257–279
  50. Sofianos, M. (2024). An investigation of entrepreneurship education in higher education in Scotland: What is offered and how does it match the experiences and expectations of lecturers? https://theses.gla.ac.uk/id/eprint/84115.
  51. (2025). The state of entrepreneurship education in 2025 for high schools. https://www.startupwars.com/state-entrepreneurship-education-2025-trends-challenges-opportunities-high-schools/
  52. Sziegat, H. (2024). Virtual simulation games in entrepreneurship education: Status quo and prospects. Proceedings of the 18th European Conference on Games Based Learning, ECGBL 2024, 1099-1106.
  53. Takemoto, T., & Oe, H. (2021). Entrepreneurship education at universities: Challenges and future perspectives on online game implementation. Entrepreneurship Education, 4(1), 19-37.
  54. Tao, Y., Cheng, C., and Sun, S., 2012. Alignment of Teacher and Student Perceptions on the Continued Use of Business Simulation Games. Educational Technology & Society, 15, pp. 177–189.
  55. Tawil, N.M., Hassan, R., Ramlee, S., and K-Batcha, Z., 2015. Enhancing Entrepreneurship Skills among University Students by Online Business Simulation. Journal of Engineering Science and Technology, 10(Spec. Issue on 4th International Technical Conference (ITC) 2014), pp. 71–80.
  56. Vos, L., and Brennan, R., 2010. Marketing Simulation Games: Student and Lecturer Perspectives.
  57. Wellington, W., and Hutchinson, D., 2012. An Exploratory Study Of The Impact Of A Simulation Exercise On The Managerial And Personality Traits And The Decision-Making Styles Of Marketing Students. Developments in Business Simulation and Experiential Learning, 39, pp. 132–140.
  58. Wellington, W.J., Hutchinson, D., and Gowing, M., 2011. An Interdisciplinary Study of the Impact of Playing a Marketing Simulation Game on Student Knowledge of Management Accounting / Finance Principles. 38, pp. 320–326.
  59. Wong, S. Y., & Beh, C. Y. (2024). Malaysian graduates’ employability in post-COVID-19: A SWOT analysis. Journal of Innovation, Business, Economics and Entrepreneurship. https://journal.uitm.edu.my/ojs/index.php/JIBE/article/view/959
  60. Xu, X., & Mei, W. (2023). Entrepreneurship education from a global perspective: Successful experience, differentiation, and the way forward. In Comparative Entrepreneurship Education (pp. 247-270). Springer.
  61. Yang, Q., Zhang, Y., & Lin, Y. (2022). Study the influence mechanism of virtual simulation game learning experience on student engagement and entrepreneurial skill development—Frontiers in Psychology, 12, 772157.
  62. Yasin, N., Gilani, S. A. M., Contu, D., & Fayaz, M. J. (2022). Simulation-based learning in business and entrepreneurship in higher education: A review of the games available. Technology and Entrepreneurship Education: Adopting Creative Digital Approaches to Learning and Teaching, 25-51.

Article Statistics

Track views and downloads to measure the impact and reach of your article.

0

PDF Downloads

38 views

Metrics

PlumX

Altmetrics

Paper Submission Deadline

Track Your Paper

Enter the following details to get the information about your paper

GET OUR MONTHLY NEWSLETTER