GoVenture Accounting :: Instructor Guide Print | Close
This instructor guide provides directions and suggestions for using GoVenture in a course or training program.
1. Getting Started
2. Learning How to Play
3. Learner Managed versus Instructor Managed
4. Saving and Resuming Progress
5. Restarting a Simulation
6. Removing and Reassigning Student Accounts
7. Time Required
8. Performance Evaluation and Grading
9. Competition and Awards
1. Getting Started Top
  • Create a new Group number using the GROUPS tile. Groups allow you to keep student performance results separated by class, school, region, or any other grouping that you prefer.
  • Students cannot play GoVenture until an instructor provides them with a Group number. You must give students a Group number. Note that students can log in and watch the Video Tutorial even before they receive a Group number.
  • In addition to providing students with a Group number, instructors should direct students to either start a NEW simulation or to choose one of the QUICKSTARTS. Using a QUICKSTART enables all students to skip the startup decisions and play identical businesses (but their results will be different).
  • Instructors should review the resources available in the yellow Tutorials and Guides tile. Instructors can also play GoVenture as a student by clicking the PLAY button. It is highly recommended that instructors play GoVenture for a few minutes to experience the options available in the program.
  • To find out more about GoVenture Accounting and other GoVenture educational games and simulations, visit www.GoVenture.net
2. Learning How to Play Top
  • Direct students to watch the Video Tutorial, which is available to students in the yellow Tutorials and Guides tile.
  • When students first play GoVenture, an in-game tutorial will appear that will walk them through the main components of the simulation.
  • Students can receive additional directions by clicking the HELP button while playing GoVenture. Note that there is no printed User Guide.
3. Learner Managed versus Instructor Managed Top

See the blue tile with your profile information to determine what type of ONLINE subscription you have.

Learner Managed

  • Learner Managed subscriptions are normally assigned to Colleges, Nonprofits, and Businesses.
  • Students must create and use their own personal accounts to log in and play GoVenture.

Instructor Managed

  • Instructor Managed subscriptions are normally assigned to K-12 schools, where student anonymity is important and student accounts need to be managed by an instructor.
  • This type of subscription does not require students to create full accounts on GoVenture. This means they do not have to disclose their personal information. Students only need to use their names (or student IDs) and passwords to play GoVenture.
  • Students will be prompted to enter your GROUP number and their name (or student ID) and password.
  • Each student will then be given a unique GROUP number assigned to them. This student GROUP number will be your GROUP number but with a few digits added to the end (such as 001, 002, etc.). The student will be directed to write down this number. When the student wants to log in to Goventure again later, the student will need to enter their personal GROUP number (with the extra digits) and password.
  • If a student forgets their personal GROUP number, you can retrieve it using the VIEW STUDENTS option in the ACTIONS tile.
  • If a student forgets their password, you can reset it using the RESET STUDENT PASSWORD option in the ACTIONS tile.
4. Saving and Resuming Progress Top
  • Student simulation progress is automatically saved online. Students can quit and resume their simulations at any time. Students will automatically continue from where they stopped playing.
  • If Internet problems arise and saving cannot be done automatically, students will be alerted with a warning message and an option to try saving again, or to save offline in case of a long-term problem.
5. Restarting a Simulation Top
  • A student can only play one simulation at a time.
  • To allow a student to start a new simulation, use the RESET STUDENT option in the ACTIONS tile. Resetting a student will delete all progress and performance data for that student, allowing the student to start over.
  • Resetting a student allows the student to start the same business over again or to try a different type of business. Note that simulations will always have different results.
  • If you want to allow a student to play another simulation without deleting the results of their current simulation, consider creating a new GROUP. Groups allow you to keep student performance results separated by class, school, region, or any other grouping that you prefer.
6. Removing and Reassigning Student Accounts Top
  • Use the REMOVE STUDENT option in the ACTIONS tile to completely remove a student from a GROUP and delete all progress and data for that student.
  • If you have an INSTRUCTOR MANAGED account (as shown in the blue tile with your profile information), using REMOVE STUDENT will release the student account in use (from your maximum Student Accounts allowed), allowing you to reassign the account to another student.
7. Time Required Top
  • Students can take as much time as they want to make decisions in GoVenture Accounting. There is no clock or time limit. And, there is no end to a business, unless it runs out of money and becomes bankrupt.
  • How quickly a student will progress through the simulation will depend on how thoughtful their decisions are and the instructorís requirement for progressing through a business. For example, the instructor may tell students that they must progress through 5 virtual days within the next 30 minutes, thereby providing students and average of 6 minutes to make their decisions each virtual business day.
  • Students should be provided at least 5 minutes of decision time for each virtual day, plus any additional time needed to periodically evaluate reports in more depth.
8. Performance Evaluation and Grading Top
  • GoVenture provides many business metrics for measuring success, including revenue, profit, net worth, market share, customer satisfaction, and more.
  • All metrics are available to students through the virtual smartphone and detailed Performance Report. This same data is automatically made available (in real-time) to the instructor through the instructor website (there is no need for students to print or manually submit reports).
  • Consider starting students with a short PRACTICE simulation that is only graded on PARTICIPATION. For example, have students play 30 business days. Students that complete 30 or more business days receive full marks.
  • After the PRACTICE simulation, have students play one or more FULL simulations. Here is one simple method for grading students, based on a 10 point scale:
    • 5 points for PARTICIPATION. This means completing the required number of business days in the simulation, such as 90 days, 180 days, etc.
    • 5 points for PERFORMANCE, based on how Net Profit compares to other students in the same group or class. Example:
      • Top 10% earns 5 points
      • Top 25% earns 4 points
      • Top 50% earns 3 points
      • Top 75% earns 2 points
      • Top 90% earns 1 points
    • Points should be deducted if a student uses the SHOW ANSWER and HINT options too frequently when MANUAL accounting is turned ON. For example, if a student uses the two options a combined total of more than 10 times in the same simulation, they will lose 1 point. More than 20 times results in a loss of 5 points. More than 30 times results in a loss of all 8 points.
9. Competition and Awards Top
  • GoVenture Accounting does not have head-to-head multiplayer competition, but you can hold competitions by comparing student performance results. You can compare NET PROFIT, SCORE, or other metric.
  • The GROUPS feature allows you to group students together for smaller or larger competitions, and you can have groups compete against groups. For example, a group of 5 students (combined results) can compete against a another group of 5 students, thereby motivating the students within the same group to help each other. Or, you can have a group of 10 students individually compete against each other, while collectively competing against a different group of 10 students.
  • Awarding prizes to the winners is always a great motivator. Prizes should be announced at the beginning of the competition, and could be simple inexpensive gifts or even extra marks.