Simulation Games as a Method for Developing Entrepreneurial Competencies of the Young Generation
Marzenna Kuczera and
Tomasz Komorowski
European Research Studies Journal, 2025, vol. XXVIII, issue 3, 1186-1200
Abstract:
Purpose: The aim of this article is to analyse the role of educational simulation games as an innovative didactic method supporting the development of entrepreneurial competencies of the young generation. The authors attempt to demonstrate how the use of business simulations can enhance the effectiveness of training in practical entrepreneurial skills, addressing the challenges posed by digitisation and evolving educational needs. Design/Methodology/Approach: The study is theoretical and empirical in nature. The theoretical part includes a literature review and a classification of simulation games in the context of entrepreneurial education. The empirical part utilises the results of the Case Simulator project, implemented at the University of Gdansk, where the learning-by-doing method was applied in the didactic process. Data from the PISA 2022 report on the financial literacy of young people were also analysed as background for diagnosing educational needs. Findings: The research indicates that the use of simulation games in the educational process results in a significant increase in the practical knowledge and entrepreneurial competencies of participants. In the Case Simulator project, a 55% increase in knowledge in practical areas was recorded, confirming the effectiveness of activation methods compared to traditional forms of teaching. Simulation games develop skills in strategic thinking, cooperation, communication and decision-making under conditions of risk and uncertainty. Practical implications: The study's results confirm the need for a broader inclusion of simulation games in the curricula of economic and entrepreneurial subjects. The article points to the need to adapt teaching methodologies to the peculiarities of the digital generation, for whom interactivity, collaboration and immediate feedback (fun, friends, feedback) are key. It also recommends developing teachers' competencies in the use of activation methods. Originality/value: The originality of the paper lies in the combination of theoretical analysis and empirical research results, which unequivocally confirm the effectiveness of simulation games in developing entrepreneurship, particularly among the young generation. The article contributes to the development of entrepreneurial didactics, demonstrating simulation games as an effective tool for supporting the training of future competencies and the practical preparation of young people for functioning in the digital economy.
Keywords: Simulation games; entrepreneurial education; learning by doing; key competences; activation methods; digital generation. (search for similar items in EconPapers)
JEL-codes: A21 A22 I21 (search for similar items in EconPapers)
Date: 2025
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Persistent link: https://EconPapers.repec.org/RePEc:ers:journl:v:xxviii:y:2025:i:3:p:1186-1200
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