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
  • Create a new Group number using the GROUPS tile. Groups allow you to keep student performance results separated by class, school, region, or any other grouping that you prefer.
  • 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 even before they receive a Group number.
  • In addition to providing students with a Group number, instructors should direct students to either start a NEW simulation or to choose one of the QUICKSTARTS. Using a QUICKSTART enables all students to skip the startup decisions and play identical businesses (but their results will be different).
  • Instructors should review the resources available in the yellow Tutorials and Guides tile. Use the STUDENT DIRECTIONS slides when introducing GoVenture to your students.
  • Instructors can also play GoVenture as a student by clicking the PLAY button. It is highly recommended that instructors play GoVenture for a few minutes to experience the options available in the program.
  • To find out more about GoVenture Small Business and other GoVenture educational games and simulations, visit www.GoVenture.net
2. Learning How to Play Top
  • Direct students to watch the Video Tutorial, which is available to students in the yellow Tutorials and Guides tile.
  • When students first play GoVenture, an in-game tutorial will appear that will walk them through the main components of the simulation.
  • Students can receive additional directions by clicking the HELP button while playing GoVenture.
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

  • 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 play.GoVenture.me 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
  • GoVenture provides many business metrics for measuring success, including revenue, profit, net worth, market share, customer satisfaction, and more.
  • All metrics are available to students through the virtual smartphone and detailed Performance Report.
  • Student PERFORMANCE REPORTS are automatically submitted to your instructor website every 5 simulation days. For example, when a student completes (simulated) day 5 of their business, the Performance Report is transmitted over the Internet. This repeats on days 10, 15, 20, etc. The latest report will overwrite the previous version, but all reports show cumulative results.
  • Students can also submit their Performance Reports at any time (after any simulated day) by viewing the Performance Report and clicking the SEND button. This is useful if the instructor wants reports on a specific business day, or if technical problems require the report to be resubmitted.
  • Instructors should direct students to set the Performance Report SCORE WEIGHTINGS to your prescribed values. See the SOFTWARE USER GUIDE Performance Score page for more details.
  • Consider starting students with a short PRACTICE simulation that is only graded on PARTICIPATION. For example, have students play 30 business days. Students that complete 30 or more business days receive full marks.
  • After the PRACTICE simulation, have students play one or more FULL simulations. Here is one simple method for grading students, based on a 10 point scale:
    • 5 points for PARTICIPATION. This means completing the required number of business days in the simulation, such as 90 days, 180 days, etc.
    • 5 points for PERFORMANCE, based on how the weighted Performance Score ranks in comparison to other students in the same group or class. Example:
      • Top 10% earns 5 points
      • Top 25% earns 4 points
      • Top 50% earns 3 points
      • Top 75% earns 2 points
      • Top 90% earns 1 points
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.