2021/2022 KAN-CSOCV1037U Entrepreneurship and Innovation - a Business Game
English Title | |
Entrepreneurship and Innovation - a Business Game |
Course information |
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Language | English |
Course ECTS | 7.5 ECTS |
Type | Elective |
Level | Full Degree Master |
Duration | One Semester |
Start time of the course | Autumn |
Timetable | Course schedule will be posted at calendar.cbs.dk |
Max. participants | 60 |
Study board |
Study Board for MSc in Social Sciences
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Course coordinator | |
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Teaching methods | |
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Last updated on 08-02-2021 |
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Learning objectives | ||||||||||||||||||||||
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Examination | ||||||||||||||||||||||
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Course content, structure and pedagogical approach | ||||||||||||||||||||||
In this course, we will play out the game of being entrepreneurs with the aim to increase students' experientialunderstanding of entrepreneurial and innovation processes. We will take our starting point in entrepreneurship and innovation theory in order to take groups of students through the innovation process in four phases: 1) developing new ideas and learning to prioritize and choose between them; 2) strategic planning for implementing the new idea in a given setting, by identifying possible drivers and barriers to the new idea; 3) developing, reinventing and prototyping the idea by formulating a strategic plan for testing the new idea while taking feedback from the market into consideration; and 4) diffusing the idea by creating traction in a target market (go-to-market). In that process, students will engage with theories and practices related to innovation, entrepreneurship, product development, business development, and marketing- and business strategy.
The course is based on a business game platform that will enable students to apply theories of entrepreneurship and innovation in a practical setting. Within this setting, students will learn how to generate, implement, reinvent, and diffuse new solutions, and how to write a business plan that helps a business venture gain traction and achieve product-market fit. Working in small teams throughout the course, students will learn to become successful entrepreneurs by developing a minimum viable product (MVP) and commercializing it on a simulated stock market while also being faced with the feedback of that very same market. At the end of the process, students will have created a new product or solution along with a step-by-step business plan to market it. Throughout the course, our focus will be on providing students with a general understanding of the key factors of entrepreneurship and innovation theory, and on practically applying the course literature in a competitive, real-time context. |
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Description of the teaching methods | ||||||||||||||||||||||
The course is created to be an experience space. Based on Blended Learning principles, the course aims at creating a transformative learning environment wherein students actively discuss and experiment with theoretical approaches, business models and entrepreneurial tools, and pitch product ideas and new solution to each other. This experience will start with students forming groups and developing ideas for a viable business, product or service. This output is then presented on a stock market simulation platform where the same students take on the role of individual investors who buy, sell and manage portfolios of the products listed. This provides a continuous market-based feedback loop and motivates the groups to develop their ideas to even greater refinement. Thus, students will oscillate between an entrepreneurial mode (groups developing ideas, products and business plans) and an individual investor mode where they continuously evaluate the very same projects and provide their feedback in the guise of investment choices. At the end of the process, students have will have created a new product idea along with a step-by-step business plan to market it. | ||||||||||||||||||||||
Feedback during the teaching period | ||||||||||||||||||||||
Teacher and group feedback on presentations and
product ideas (pitches)
Workshop-based discussions in class Peer to peer (‘stock market’) feedback on MVP’s during exercises |
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Student workload | ||||||||||||||||||||||
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Expected literature | ||||||||||||||||||||||
Indicative Literature List:
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