2022/2023 KAN-CSOCV1037U Entrepreneurship and Innovation - a Business Game
English Title | |
Entrepreneurship and Innovation - a Business Game |
Course information |
|
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
|
Course coordinator | |
|
|
Main academic disciplines | |
|
|
Teaching methods | |
|
|
Last updated on 07-02-2022 |
Relevant links |
Learning objectives | ||||||||||||||||||||||||
|
||||||||||||||||||||||||
Prerequisites for registering for the exam (activities during the teaching period) | ||||||||||||||||||||||||
Number of compulsory
activities which must be approved (see section 13 of the Programme
Regulations): 1
Compulsory home
assignments
Half way through the course, students will need to submit a 3-page report that reflects on core elements of the entrepreneurial journey of their group. Assessment will be on a pass/fail basis. |
||||||||||||||||||||||||
Examination | ||||||||||||||||||||||||
|
||||||||||||||||||||||||
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. 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. |
||||||||||||||||||||||||
Description of the teaching methods | ||||||||||||||||||||||||
The course is created to be an experience space
that is partially based on in-class group work and lectures, and
partially on taking part in a simulation game.
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 solutions 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 to other students and to invited guests, who will provide feedback. This provides a continuous 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. At the end of the process, student groups will have created a new product idea, a customer persona, a customer experience flow, a business model to market the product, and a competitive pitch to attract investors. These elements will be fed by students into a simulation game that will take the learning experience to a more competitive level. |
||||||||||||||||||||||||
Feedback during the teaching period | ||||||||||||||||||||||||
Teacher and group feedback on presentations and
product ideas (pitches).
Workshop-based discussions in class. |
||||||||||||||||||||||||
Student workload | ||||||||||||||||||||||||
|
||||||||||||||||||||||||
Expected literature | ||||||||||||||||||||||||
Indicative Literature List:
Further Literature:
|