the “box” simulation
TRANSCRIPT
THE REAL LIFE BUSINESS GAME: ENTREPRENEURSHIP
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IN THE FOLLOWING PAGES… § About Team Business
§ Our Programs
§ BOX – Teaching Entrepreneurship
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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]