Blog post # 6: Startup Your Future – Introducing the Virtual Startup Simulator
Welcome to blog post #6, where I unveil a dynamic learning object created for our Business and Career Readiness program at St. Mary’s Catholic School.
The Virtual Startup Simulator enables students to experience the entrepreneurial journey firsthand using AR and VR tools in the computer lab. We outline how to utilize the Virtual Startup Simulator in a classroom setting below.
By simulating market research, product development, budgeting, and pitching a business idea, students can understand the stages of launching a startup and apply business principles.
π§° What’s Inside the Learning Object?
The simulator mimics the structure of a real-world business incubator.
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Students begin by selecting a product or service and defining its target market.
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They perform virtual market research using AR cards and datasets.
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Create a 3D model or logo of their product.
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Make financial decisions via a budgeting challenge.
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End by pitching their idea in a virtual reality boardroom to avatars playing investors.
The simulation is based on Unity and WebXR, which makes it device-agnostic and easy to launch on school networks, tablets, and VR headsets.
π Key Features
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Interactive: Every decision affects outcomes—students see how their budgeting or marketing impacts success.
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Accessible: Includes keyboard navigation, voiceover, and mobile/VR access.
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Engaging: Gamified with leaderboards, roleplay avatars, and real-time feedback.
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Reusable: Adaptable for economics, career prep, and technology classes.
π ️ Design & Development Notes
Inspired by ISTE standards and business education best practices
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I utilized Unity and AR Foundation to create immersive interactivity.
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I also integrated Google Forms and Sheets to track student data.
This tool aligns with our school’s goal to boost digital fluency and entrepreneurial thinking across all learning levels.
π₯ Demo & Access
πΌ️ Screenshots and walkthrough video:
π Startup Simulator – Access the Experience
π₯ Instructions to integrate the simulator into your Google Classroom or LMS are available on the site as a downloadable PDF.
References
Brown, A., Green, T., & Smith, J. (2019). Designing effective learning spaces in schools. Journal of Educational Technology, 15(3), 45–60.
Google. (n.d.). Startup company. https://www.startupcompanygame.com/
Smith, J., & Johnson, K. (2021). The role of computer labs in modern education. Educational Technology Research, 28(4), 112–125.
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