The purpose of this section is to provide a venue of development and exchange for experiential activities that translate entrepreneurship research to the classroom. I originally created this as a wiki as a product of a 2016 Academy of Management (AOM) Professional Development Workshop (PDW) we facilitated on translating entrepreneurship research, "theory," and concepts into engaging, tangible classroom exercises. The pages on this wiki show results of that workshop and present materials to help plan future workshops.
Find out how to apply game design principles to our understanding of abstract phenomena such as entrepreneurship and strategic management.
Experiential learning: Experience as the source of learning and development
The approach here is to take seminal concepts and theories straight from research and convert them into experiences in the classroom. Here are some promising papers for this process.
Examples of Potential Research Papers for Exercise Development
Examples of Broad Topic Areas for Exercise Development
My colleagues and I run workshops at professional conferences at least twice a year on how to create classroom activities from entrepreneurship concepts. Here are some galleries of that process IN ACTION.
n Fall 2016 I taught my students in New Venture Development (and myself) how to run a Google Ventures Design Sprint. The Sprint is a five-day exercise for solving problems or developing new products. One of my students in this class, Ben Tieszen, has been active in Lisa McKinney's HERD project and has been to Haiti a few time this year to help Haitians develop business skills.