Accessibility: Paid Subscription Required
Difficulty: Medium - Hard
Knowledge Matters consists of a series of browser-based simulations that provide students with an opportunity to both learn and apply their business knowledge to incredibly life-like scenarios and systems.
Knowledge Matters offers the following simulations:
Entrepreneurship
Accounting
Management
Retailing
Restaurant
Fashion
Hotel
Personal Finance
Sports & Entertainment
Depending on the simulation chosen, students will be required to make everyday business decisions that affect the outcome of the simulation.
It is important to note however, that with Knowledge Matters a paid subscription is required. While it ranks quite high in adaptability, connections to the curriculum, and ability to assist students in applying their business knowledge to the real world, it's pricing does create an equity issue, in that not all boards, schools, and business departments are able to afford it.
Knowledge Matters Simulations can be used in any of the following courses in grades 9-12 curriculum either on its own, or as part of a larger activity in which the teacher incorporates pre and/or post game questions, tasks, record-keeping, reflections and more:
Intermediate
Introduction to Business, Grade 9 or 10, Open (BBI1O, BBI2O)
Information and Communication Technology in Business, Grade 9 or 10, Open (BTT1O, BTT2O)
Senior
Entrepreneurship: The Venture, Grade 11, College Preparation (BDI3C)
Entrepreneurship: The Enterprising Person, Grade 11, Open (BDP3O)
Entrepreneurship: Venture Planning in an Electronic Age, Grade 12, College Preparation (BDV4C)
Financial Accounting Fundamentals, Grade 11, University/College Preparation (BAF3M)
Accounting Essentials, Grade 11,Workplace Preparation (BAI3E)
Financial Accounting Principles, Grade 12, University/College Preparation (BAT4M)
Accounting for a Small Business, Grade 12,Workplace Preparation (BAN4E)
Information and Communication Technology: The Digital Environment, Grade 11, Open (BTA3O)
Marketing: Goods, Services, Events, Grade 11, College Preparation (BMI3C)
Marketing: Retail and Service, Grade 11,Workplace Preparation (BMX3E)
Business Leadership: Management Fundamentals, Grade 12, University/College Preparation (BOH4M)
Business Leadership: Becoming a Manager, Grade 12,Workplace Preparation (BOG4E)
Interdisciplinary Studies: Sports & Entertainment Marketing, Grade 12, University Preparation (IDC4U or IDP4U)
Example: One of the simpler simulations such as 'Fashion' can be used in the 'Functions of a Business' strand of BBI, while the more complex simulations can be used for any one of the senior courses such as Accounting or Entrepreneurship. These simulations are also adaptable to interdisciplinary studies courses such as Sports and Entertainment Marketing, or other disciplines entirely such as hospitality.
Business skills
Communication in business environment
Digital Literacy
Financial Literacy
Ethical, moral, and legal considerations in business
With the number of simulations, and the great deal of detail with which each of them has been designed, it is difficult to conceive of a critical area of learning that these simulations do not touch on. As indicated by the areas of knowledge and skill highlighted above, the Knowledge Matters simulations, cover more of the five critical areas of learning than any other game/simulation, and dare we say traditional learning tool. The company's website does not exaggerate in claiming that "teachers can provide students a powerful mix of career discovery, engagement, and preparation that allows them to apply their knowledge in the simulations through a digital and experiential hands-on learning environment" (Knowledge Matters, 2022).
As they work through the simulations and develop their business skills, students must solve everyday problems that may occur in the real world such as scheduling issues and understaffing that can either positively or negatively impact customer experiences. While interacting with the simulations, students have an opportunity to see and use business terminology in the context of a life-like business, thereby learning communication in a business environment. Their interactions with the simulation also work to enhance both their digital literacy—in that they are managing data and using a multimedia tool—and every facet of their financial literacy. The hotel simulation for example, provides students with detailed financial documents that students can analyze and use to alter their financial decision making. Lastly, students are also exposed to ethical, moral, and legal considerations in that they must operate their given businesses within the framework of applicable regulatory regimes, must uphold professional standards, and are held accountable within the bounds of their role in the simulation.
(Knowledge Matters, 2022)
Critical Thinking
Creativity
Communication
Collaboration
Knowledge Matters checks off all four of the 21st century competencies with ease. As a digital platform it provides "visual representations that students can use to study new concepts and demonstrate their own ideas...students can manipulate those representations in order to see how other, contrasting ideas play out. Students are able to use virtual manipulatives, augmented realities...to master abstract principles and skills through the analysis of real-world situations” (Ontario Public Service, 2016, p 34).
In interacting with the various simulations, students "solve meaningful, real-life, complex problems and acquire, process, interpret, and analyze information to make informed decisions." (Ontario Public Service, 2016, p 56). These are all the direct result of engaging in critical thinking. Similarly, students exercise creativity and innovation by contributing solutions to the complex problems presented by the simulations, taking risks in thinking, and nurturing an ethical entrepreneurial spirit (Ontario Public Service, 2016, p 56). With lessons as well as math and language quizzes programmed directly into the simulation, students also develop their communication competencies at all stages of their learning.
Knowledge Matters' simulations are also quite unique in the sense that they are one of few educational games/simulations that also develop the 21st century competency of collaboration. The newly released collaboration simulations allow students to work together in solving problems and therefore co-construct knowledge, meaning, and content. This is also an excellent means of learning to respect a diversity of perspectives (Ontario Public Service, 2016, p 56). This in turn has the effect of advancing equity and diversity in accordance with important human rights laws such as the Ontario Human Rights Code and educational policies such as the Ontario's Equity and Inclusive Education Strategy which requires that "all boards and schools demonstrate continuous progress towards meeting the needs of our diverse student population and ever-changing society" (Ministry of Education, 2009, p 24).
By: Nia