Module Learning Outcomes
1. Show a clear demonstration of knowledge and performance, maintaining a business and all its attributes. Knowledge and Understanding
Enquiry
2. Identify and analyse winning strategies in a competitive business environment.
Analysis
Problem Solving
3. Making informed business decisions on the basis of business data generated from simulation games. Problem Solving
Reflection
Module Indicative Content
Business simulation games allow students to experience and test themselves in virtual situations before encountering them in real life. They permit students to experiment and test hypotheses. The subjects seem more real to them than when taught passively from the blackboard. They are also used extensively in the professional world to train workers in the financial industries.
Managing successful business in a virtual environment
- Introduction: understanding business environment
- PESTEL analysis
- PORTER’S Five Forces (Basic understanding)
- Virtual business environment
- Business functional units:
- Marketing
- Human Resources Management
- Accounting
- Information Technology
- Customer Service
Module Learning Strategies
The learning strategy requires all foundation students to commit to 300 learning hours (including assessment). Of this there will be 72 hours of class or workshop support and 228 hours of independent and self-directed study for students working alone or as part of a learning group.
The tutor led sessions will tend to follow a general pattern of introduction of a topic and provision of frameworks and models for student learning, followed by application by students to appropriate data or case study materials. Students will be expected to work in groups most of the times discussing, analysing and identifying winning strategies to gain a competitive edge in a business simulation environment. Students will be expected to obtain supplementary information from a number of paper or relevant electronic sources as part of preparation for their final respective group reports. The tutors would make appropriate recommendations in this regard.
All learning will develop and enhance students digital competences – specifically completing the Microsoft suite of exams.
Module Reference Texts
Open Textbook Library (free online)
Skrikpak, S., Fundamentals of Business (2016). Virgina Tech Libraries (ISBN 13: 978-0-9979201-0-9
Other Text Books
Morrison, J., (2011) The Global Business Environment: Meeting the Challenges. Palgrave Macmillan. 3rd Edition (ISBN:9780230210257)
Eweje, G., and Perry, M., (2011) Business and Sustainability: Concepts, Strategies and Challenges
Schneider, G.P., (2011) E-business 9th Edition (International Edition)
Needle, D., (2015). Business in Context. 6th Edition, Cengage Learning EMEA (ISBN-10: 1408095218)
Module Resources
VLE learning support material to be provided for independent /self-directed learning.
SIM Venture Classic Software
Module handbooks
Open Textbook Library
Selected contemporary problem/practice-based case examples
ADDITIONAL ASSESSMENT DETAILS
1. Write a 1500-word business report which demonstrates research skills and the ability to analyse the esports sector from a business perspective (LO1 & LO2)
2. Produce a 10-minute group pitch for a new business idea for the esports sector (LO1 & LO2)
3. Write an 800-word reflective essay evaluating the process of producing a group pitch