The “BOX” Simulation is a carefully constructed full day simulation that will teach students both intellectually and emotionally, what it really means to be an entrepreneur. Students are led through an imaginary 6 months in the development of a new business and are faced with competition from other student groups all developing product in the same market. Leaders will rise to the surface but quickly find that team cooperation trumps individual brilliance.
2. IN THE FOLLOWING PAGES…
§ About Team Business
§ Our Programs
§ BOX – Teaching Entrepreneurship
www.teambusiness.com
3. ABOUT TEAM BUSINESS
§ World class educational institutions engage Team Business to offer hands-on, interactive
business simulations to students from high school through executive MBA audiences.
§ Through
the
experience
students
learn
financial
literacy,
business
literacy,
teamwork
and
communica:on
skills.
§ Students
learn
that
they
CAN
start
and
run
their
own
businesses,
learn
how
to
become
smarter
employees,
and
take
charge
of
their
financial
lives.
§ We
offer
a
range
of
business
simula:ons
for
varying
skill
levels
and
business
topics.
(BOX:
Entrepreneurship;
CAR:
Fundamentals
of
Business,
TEAM:
Team
Dynamics
and
Leadership,
and
Accoun:ng
Comes
Alive:
Accoun:ng
and
Financial
Literacy)
§ Thousands
of
students
have
experienced
our
programs
over
the
last
10
years
in
the
United
States,
Europe,
African
and
India.
“ You
teach
business
at
an
intellectual
and
emo:onal
level
faster
than
anyone
else
I
know.
”
Greg
Conderacci,
Good
Ground
Consul1ng
www.teambusiness.com
4. COMMON TEAM BUSINESS THEMES
§ Our clients incorporate us into their programs for
various applications:
§ A quick half or full day immersion program into understanding business
§ A method of accelerating the pace at which students get to know one
another, to jump start the rest of the program
§ A way to provide students from varying backgrounds with a common
experience from which to teach business lessons in greater depth
§ An experience from which to observe students behavior and to provide
them with a learning opportunity about themselves and their styles, in a
'safe' learning environment
§ A fun experience that keep students engaged for several hours without
technology, and takes a generation used to communicating strictly via
technology, to work as a team and to interact with one another
www.teambusiness.com
5. WE TEACH BUSINESS THROUGH HANDS-ON,
INTERACTIVE SIMULATIONS
§ Common to all our programs:
§ Business Education Programs
§ Instructor-led Business Simulations
§ Team Building Elements
§ Team-Based, 4-5 Member Teams
§ Extremely Competitive
§ Highly Engaging
§ Experiential & Shared Learning Methodology
§ Learn from Peers, Your Team and the Competition
§ Run by Team Business or Certify Your Own Trainers
www.teambusiness.com
6. OUR BUSINESS SIMULATION PROGRAMS
§ Teams run 'real,’ hands-on businesses in competition
with each other.
SIMULATION OUTCOME
1" Entrepreneurship
2 Fundamentals of Business
3 Team Building and Effectiveness
4 Accounting and Financial Analysis
www.teambusiness.com
8. WHAT STUDENTS GET
OUT OF THE BOX EXPERIENCE?
§ Understand, hands on, what it means to be an entrepreneur, to have a career
in business or to work in a corporation.
§ How to be successful working as a part of a team.
§ How you can’t be successful, unless you work with your team…
§ How important it is to communicate and listen to others…
§ That there is no one right answer in business…
§ How to read and complete an income statement…
§ More importantly… Why it’s important that more money comes in and less
money goes out.
Participants stay engaged for 4-8 hours, without digital technology.
www.teambusiness.com
9. THE PROCESS
§ Participants run businesses for 6 imaginary months, in one day,
with several stages and challenges.
§ Everyone participates in the management
and production of a product.
§ Challenges include:
§ Supply/Demand
§ Competitive Rivalry
§ Impact of Technology
§ Impact of Quality
§ Challenge of the Future
www.teambusiness.com
10. 1 TEAMS RECEIVE A
BUSINESS CHALLENGE
www.teambusiness.com
11. 2 THEY GO INTO A MANAGEMENT MEETING TO
STRATEGIZE AND MAKE DECISIONS
www.teambusiness.com
12. 3 THEY THEN IDENTIFY THEIR KEY VALUE
AND COST DRIVERS…
www.teambusiness.com
13. 4 THEY TURN THEIR BUSINESS PLAN INTO ACTION…
AGAINST THE CLOCK
www.teambusiness.com
14. 5 EACH TEAM MARKETS THEIR VALUE
TO THEIR CUSTOMER…
www.teambusiness.com
15. 6 THEY MEASURE AND ANALYZE THEIR BUSINESS
RESULTS ON INCOME AND CASH FLOW STATEMENTS
www.teambusiness.com
16. 7 MOST CRITICALLY, THEY REFLECT ON WHAT
HAPPENED AND LEARN FROM THEIR MISTAKES
AND SUCCESSES
www.teambusiness.com
17. QUICK FACTS
§ The cornerstones of business – customer satisfaction, costs,
revenue, profit
§ The impact of technology
§ The challenge of reduced demand
§ The role of quality
Key Concepts § The role of advertising
§ The concept of adding value
§ The affordability of staff
§ The dynamics of market forces and pricing
§ The impact of interest and tax on profit
§ The value chain – suppliers, inputs, processes, outputs, customers
Workshop Size § 4-5 member teams; 16-30 participants
& Audience § Students in any specialization (business, science etc)
Time § 6-8 hours. Can be run in 1 full day or 2 half-day sessions
www.teambusiness.com
19. THANK YOU
For further discussions, or to contact Team Business,
call Lara Azzam at 301.537.8980
Or e-mail: lara@teambusiness.com
www.teambusiness.com