Why Simulations?

Ethics Simulations

Universities and colleges are undergoing an era of unprecedented change. Students are dissatisfied with the old lecture style of teaching, they are the interactive generation, used to games which require high engagement levels. Students want an interactive, online and experiential education, one in which they can engage their curiosity and receive feedback as to their progress.

Experiential learning through simulations and games is a major learning approach for the 21st century.

Cases have two major issues:

- Most cases only have 1 decision point, in other words, students read the case and make recommendations and then, perhaps, the professor discusses the results.

- Cases do not have a series of decisions that need to be made with a learning cycle between each decision. A learning cycle between each decision increases the students learning level. As well, students quickly learn that cases do not have one correct answer, thus making grading of the case problematic for the professor as students can argue that their suggested answer is as valid as the one recommended by the case author.

Simulations can be considered as the 21st century case approach. Simulations can have multiple decision rounds with a learning cycle between each decision round.

In addition, simulations have metrics that can quantifiably measure student results providing a definitive grade.

The simulation metrics can be compared with other student results providing information as to student ability on a global scale, thus providing professors the ability to create a world class learning environment and distinuish their courses.

Games are the natural way for humans to learn, children learn through games and so do adults. Games provide students with an irresistible appeal to engage with the game, to strive to improve and to desire to learn. When the game element is included in a simulation, engagement rates of students increase.

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Simulation Features


Experiential Simulations use a variety of Pedagogies including: active learning, problem based learning, informed learning, discovery learning, group learning, and collaborative learning.


Experiential Simulations is continuously improving the learning possibilities of our simulations games.

Academic and Practical Knowledge

Our simulations combine theory and practical knowledge.

Learning Objectives

Professors manuals discuss learning goals and syllabus content.

Payment Models

In most cases students directly for access to a simulation, in some cases universities pay for the access.

Grading Metrics

All our simulations come with game metrics that can be used to grade student accomplishments.

The Simulations


This simulation game focuses on the strategic issues of a startup company. Play begins in the pre revenue stage of the company and continues to the post revene stage. Players must build their product, the team, business model, promotion approach, internal processes, and financing as they grow their company.


ETHOS (coming soon)

Decisions and actions are a result of basic ethical assumptions and how to implement such assumptions. In this 4 player game, each player must make decisions aligned with their ethical profile. the playing group are given dilemmas and must negotiate with other group members to resolve the dilemma with a solution that aligns with their ethical profile.



With the Milestone game players manage 5 initiatives focusing on their people skills. Milestone is suitable for any topic that has an implementation portion such as marketing, IT, engineering, psychology and project management.


What are people saying?

"This game challenged us to start to think like professionals that are in a charge of budget that needs to be used smartly in order to involve and expand the business... Overall, this companys simulation game helped me to develop an understanding about processes that are a required part of every business. Whilst you are in a charge of the budget and how it will be used the value of the money changes and decisions are thought through more carefully. This game is aimed to make us think like entrepreneurships and also act like ones. This was a good practice that will be valid in the future."

European University

Milestone Testimonials

Traction Testimonials

Business Simulations