GoVenture Small Business :: Instructor Guide Print | Close
This instructor guide provides directions and suggestions for using GoVenture in a course or training program.
1. Getting Started
2. Learning How to Play
3. Learner Managed versus Instructor Managed
4. Saving and Resuming Progress
5. Restarting a Simulation
6. Removing and Reassigning Student Accounts
7. Time Required
8. Performance Evaluation and Grading
9. Competition and Awards
1. Getting Started Top

Follow these steps to get started:

  1. Become familiar with GoVenture as the instructor
  2. Determine your Assessment methodology
    8. Performance Evaluation and Grading
  3. Onboard students by following the guidance in this document
    Best Practice - Student Onboarding
  4. As students play the simulation, consider if and when you want to provide facilitation along the way.

To find out more about GoVenture Small Business and other GoVenture educational games and simulations, visit

2. Learning How to Play Top

For Instructors (Simulation Managers)

Review the Curriculum Guide for help with scope and sequence of course planning.

As an instructor (Simulation Manager), the best way to learn GoVenture is to play it as a student (player), as follows:

  1. Create a new GROUP.
  2. Click PLAY to download the software to your computer.
  3. Play the simulation to explore the experience. Play for at least 6 virtual business days.
  4. Switch to the Instructor (Simulation Manager) website to review the Performance Report.

For Students (Players)

  • The best way for students (players) to learn GoVenture is to watch the Video Tutorial.
  • Students cannot play GoVenture until an instructor provides them with a Group number. You must give students a Group number. Note that students can log in and watch the Video Tutorial and access the Learning & Activity Book even before they receive a Group number.
Students also have access to a 240-page Learning & Activity Book that helps students learn the fundamental concepts of business as they are applied in the GoVenture simulation.
3. Learner Managed versus Instructor Managed Top

See the blue tile with your profile information to determine what type of ONLINE subscription you have.

Learner Managed

  • Learner Managed subscriptions are normally assigned to Colleges, Nonprofits, and Businesses.
  • Students must create and use their own personal accounts to log in and play GoVenture.

Instructor Managed

  • View guide on how to use Instructor-Managed accounts with students
  • Instructor Managed subscriptions are normally assigned to K-12 schools, where student anonymity is important and student accounts need to be managed by an instructor.
  • This type of subscription does not require students to create full accounts on GoVenture. This means they do not have to disclose their personal information. Students only need to use their names (or student IDs) and passwords to play GoVenture.
  • Each student must create a personal login to play GoVenture. Direct students to go to and click SMALL BUSINESS. Students will be prompted to enter your GROUP number and their name (or student ID) and to create a personal PASSWORD.
  • Each student will then be given a unique USERNAME assigned to them. This USERNAME will be your GROUP number but with a few digits added to the end (such as -001, -002, etc.). The student will be directed to write down this USERNAME and remember their PASSWORD as they are both needed to log in and play GoVenture. Students do not need to repeat this process again, unless you want them to join a new GROUP NUMBER. Each time you assign a student a new GROUP NUMBER, they must repeat this process to create a new log in.
  • Students may now play GoVenture Small Business from their computers. GoVenture Small Business does not play in an Internet browser, as it must be downloaded to a Windows or Macintosh computer and run from there. It may also be played on a USB drive. Click here to download.
  • If a student forgets their USERNAME, you can retrieve it using the VIEW STUDENTS option in the ACTIONS tile.
  • If a student forgets their password, you can reset it using the RESET STUDENT PASSWORD option in the ACTIONS tile.
4. Saving and Resuming Progress Top
  • Student save their simulation progress locally on their own computers.
5. Restarting a Simulation Top
  • A student can play any number of simulations at the same time.
  • Students can restart simulations on their own.
6. Removing and Reassigning Student Accounts Top
  • Use the REMOVE STUDENT option in the ACTIONS tile to completely remove a student from a GROUP and delete all progress and data for that student.
  • If you have an INSTRUCTOR MANAGED account (as shown in the blue tile with your profile information), using REMOVE STUDENT will release the student account in use (from your maximum Student Accounts allowed), allowing you to reassign the account to another student.
7. Time Required Top
  • Within the GoVenture simulation, time works under a constantly running virtual clock.
  • It may take one to three hours for students to become familiar and comfortable with the various screens and the daily decisions that need to be made. Within this period, they will likely have experienced many of the challenges and issues they will need to understand in order to reach success.
  • On average, it takes one hour of play time to progress through one month of a business (30 virtual business days).
  • You should direct students as to how many business days you expect them to play.
8. Performance Evaluation and Grading Top

Playing a business simulation is one of the most memorable and meaningful educational experiences you can give to students. Complement this experience with an assessment and grading methodology that best aligns with your curriculum.

The following document identifies a number of common methods so that you can choose one or a combination of options that best match your desired approach:

GoVenture Assessment Strategies

9. Competition and Awards Top
  • GoVenture Small Business does not have head-to-head multiplayer competition, but you can hold competitions by comparing student performance results. You can compare NET PROFIT, SCORE, or other metric.
  • The GROUPS feature allows you to group students together for smaller or larger competitions, and you can have groups compete against groups. For example, a group of 5 students (combined results) can compete against a another group of 5 students, thereby motivating the students within the same group to help each other. Or, you can have a group of 10 students individually compete against each other, while collectively competing against a different group of 10 students.
  • Awarding prizes to the winners is always a great motivator. Prizes should be announced at the beginning of the competition, and could be simple inexpensive gifts or even extra marks.