E-Entrepreneurship Learning in a Simulated Environment Copyright Idea Group Inc. Jul-Sep 2005 EXECUTIVE SUMMARY E-business is being heralded as the new economy. However, developments in the area of new online business-to-consumer (B2C) venture creation has been accompanied by varying degrees of success, and it is increasingly recognized that online venture creation does not materialize overnight. E-business development typically follows an evolutionary cycle of initial experimentation with Internet technologies and the transformation of consumer propositions toward the creation of a commercially viable online presence. To enable entrepreneurs to negotiate this new business landscape, Netrepreneur simulates the initial startup phases of e-business creation in the online economy. Through the modeling and electronic simulation of the e-commerce environment, Netrepreneur aims to create a holistic understanding of the entrepreneurial process as well as encourage participants to learn by doing in the simulated virtual world instead of trial and error in the real e-economy. This paper reviews the underpinning entrepreneurial pedagogic requirements for design conceptualization and the integration of the real and virtual business worlds within the Netrepreneur system development. It documents the key factors that academia should consider when designing learning programs and activities for would-be e-entrepreneurs. It is our hope that by showing the background to the development of this product, we will facilitate more of this type of innovation in education. INTRODUCTION The process of entrepreneurship has been defined as managerial behavior that consistently exploits opportunities to deliver results beyond one's capabilities (Parston, 1998). An entrepreneur is someone with vision who spots a new opportunity and acts on it. Successful entrepreneurial ventures inevitably will require innovation through the exploitation of new ideas, whether they are cultural, organizational, or technological. The e-commerce paradigm is in a constant state of invention and renewal in the creation of innovation and brand involvement. The challenge in structuring such a learning environment for the education sector concerns the ability of conventional teaching techniques to meet the needs of e-entrepreneurial startup, the exploitation of new ideas in virtual settings in conditions of increasing uncertainty. McHardy (2000) contends that the pressures faced by practitioners as they innovate are not easily replicated by conventional teaching means. Furthermore, Thompson (1999), commenting on enterprise curriculum, contends that "while the need for education in entrepreneurship is clear, the problem is nobody yet agrees what entrepreneurship is, and how it should be taught" (p. 209). This paper focuses on design conceptualization and system development, based on the B2C e-commerce environment, to develop learning in creativity and innovation as part of online entrepreneurial startup. The objectives of the simulation will encourage entrepreneurs to innovate experientially by facing the uncertainty and ambiguity of e-business. It is designed to emulate the way practitioners learn to innovate, allowing participants the opportunity to experiment via action learning, replicating the real world experience but in a relatively risk-free environment. Action learning involves participants in a situation who attempt to solve real problems in a purposeful and logical way. It allows participants to become empowered, to act rationally, and to develop critical-thinking skills. This enhances their capacity to investigate, understand, and, if necessary, change the ongoing situation, all with minimum external assistance (McHardy, 2000). The Netrepreneur simulation allows participants to experience and explore a problem in a practical and pragmatic way. The generally accepted definition of simulation given by Guetzkow( 1963) is "an operating representation of central features of reality" (p. 10). Thus, to qualify as a simulation, an exercise must have the following two essential features: it must represent a real situation of some sort (or an imaginary situation that might be real), and it must be ongoing (i.e., dynamic). Simulation can be used as a response to situations in which participants have to display skill and take risks, and it provides a structured environment for learning complex problems. Virtual environments are constructed recognizably like reality, while contrasting in the outcome. Participants then gain the value of practice and experience without the consequential risks. These activities are described as virtual because their meaning has to be created by the designer and interpreted by the participant. According to Schon (1987), constraints that would prevent or inhibit experiment in the real world are greatly reduced in the virtual world, "permitting different paces in doing different things, different ways of doing the same thing, and, above all, reflection in action" (p. 102). Furthermore, a virtual world only can function reliably as a context for experiment insofar as the results of the experiment can be transferred to the real world (i.e., learning through experience). This approach of learning and action through virtual worlds is the model that is adopted within Netrepreneur. The simulatory environment creates a constructed representation of the real world of practice, allowing entrepreneurs to improve the viability of the entrepreneurial concept marketability and e-commerce presence. The results of the simulated experiment will facilitate learning by allowing for the incremental improvement of e-commerce sites. Depending on proposition viability, sites can be ported directly to the real world to establish viable e-commerce business ventures. ENTREPRENEURSHIP Successful entrepreneurial ventures require creativity and innovation, which call for enterprising people to interpret what is possible into reality (Kao, 1989). In order to meet the demands of chaotic modern environments and harness the potential of new technologies, these ventures necessitate learning and change. Prospective entrepreneurs develop their own ways of dealing with opportunities, hindrances, and reservations to creatively create new services, products, organizations, and ways of satisfying customers or doing business. Paradoxically, the learning process for entrepreneurs is notably different from conventional approaches adopted within education. Visionaries are those people who are able to synthesize the available information and clarify patterns that escape others. Motivated by the desire to be successful, entrepreneurs prefer perceptual movement and improvement, continually hoping to find and exploit manageable risks and opportunities (Churchill, 1997). They are comfortable with ambiguity, and they can bring transparency by piecing together unrelated messages and signals. Their approach to strategy is a quick but careful initial screening of data, using only limited analysis, to evaluate the quality of the idea. Their success lies in vigilance, learning, flexibility, and change during implementation (Bhide, 1994). Inadequate thought and appreciation will increase their sensitivity to the unexpected or unanticipated event (Thompson, 1999). As such, to make people more enterprising, it will be necessary to foster creativity, innovation, and learning through the implementation process. This implies that the learning environment will be required to emulate a coaching instead of a telling style in order to allow entrepreneurs to take initiatives and accept responsibility for the decisions they take. ACTION LEARNING AND SIMULATION The implications behind the creation of this entrepreneurial learning environment are far reaching for educators with respect to emulating practitioner learning. Practitioners are inclined to rely on hunch, intuition, and implied knowledge when relevant facts are limited. Revans (1982) argues that action learning is primarily a way of managing this change through the learning process. Action learning works in the context of real issues and develops the whole person in order to apply broad skills for use in a wide range of situations. In doing so, this learning process helps make long-standing inferred issues far clearer. Critten (1993) cites Revans' (1982) equation for action learning L (action learning) = P (programmed learning) + Q (questioning insight) to describe the ways practitioners learn-"they act, then reflect, by questioning insight, the latter relying on qualities beyond the purely factual level" (Critten, p. 123). Q, therefore, reflects the need for decision making that relies on intuition and feel. Confirmation of the value of questioning requires action to be taken in order to solve the problem. McHardy (2000) proposes that "under real world conditions of stability and slow change, P is necessary and maybe sufficient, however under conditions of rapid change, uncertainty renders the tradition of proven techniques necessary but insufficient" (p. 497). McHardy (2000) describes P as "facts gleaned from yesterdays problems, such as case studies" (p. 498). Roberts (1996) cites that programmed instruction leaves practical understanding untouched because of "a gap between explicit knowledge and tacit knowledge that informs practice" (p. 72). To Pedler (1983), Q is the real world chaos and uncertainty with no definitive answers. In contrast to the learning environments of practitioners, Pedler (1983) contends that educational establishments have over emphasized thinking (P) at the expense of feeling the need. Coaching learners beyond the realms of the thinking mode into a mindset where activity and risk-taking occur requires different teaching methods. Mchardy (2000) developed a knowledge skills matrix (Figure 1) for facilitating creativity, a pedagogic framework of two axes: one a continuum for knowledge and the other for skills (in each case from appreciated to applied). Of the four quadrants, the first three represent a focus on either knowledge or skills, but with neither integrated. When moving into the final quadrant, the crossing of an intuition gap is required, where feeling cues associated with Pedlers (1983) and Revans (1980) action learning can be activated using techniques such as simulation. The use of simulation and virtual worlds that compress time and space as microcosms of real settings can be tailored to give participants an experiential taste of how practitioners learn (McHardy, 2000). Participants, therefore, are encouraged to feel risk-taking, but, as Keys (1996) proposes, "learn through experimentation ... without the do or die consequences encountered in real life" (p. 44). Pfeiffer (1995) proposes that participants may learn more from simulation; "we remember more from what we know from being told about, or from reading about" (p. 209). Furthermore, active involvement through simulation is intrinsically motivating and engenders critical inquiry (Gallo, 1987). E-COMMERCE ENVIRONMENT Many tried and untried business models have been hypothesized for implementation in the quest for e-market success. However, there are no guarantees that what is created as online enterprises with expectations of being successful, viable, long-term businesses will be anything but empty digital environments tomorrow. Many analysts have predicted hardship for e-businesses, and the Gartner Group projects that 75 % of future online e-businesses will fail because of poor planning and understanding of the market and technological challenges. Despite the fatalistic trial-and-error approach being employed by many e-businesses, the Internet is still recognized as a revolutionary technology with the potential to change the traditional business environment and steer the future of electronic commerce. Despite problems, e-shopping sales in the UK alone have reached £3.3 billion (Verdict, 2002). While this represents only 2% of all retail sales, it is forecast to rise to between 2.5 % and 5 %by 2005 (BCSC, 2001) and 10% by 2009 (Gibson, 1999; Verdict, 2002). It is also predicted that 94% will be at the expense of existing channels and only 6% from extra growth (Prefontayne, 1999). This future, therefore, will accelerate the shift of power toward the consumer, which will lead to fundamental changes in the way companies relate to their customers and compete with each other ( The Boston Consulting Group, 2000). The immense popularity of the online enterprise in recent years has been fueled largely by the prospect of performing business online. The virtual world has the ability to bring down physical barriers to commerce, almost immediately giving the smallest business and entrepreneurs access to untapped markets, where the size differential of bricks and mortar no longer matters in brand development and involvement. These reduced barriers to entry are of obvious benefit to potential entrepreneurs. Against the background of the potential for commercial transformation and the realization of the reality, the need for online businesses to learn the lessons needed to survive and prosper becomes an imperative. It is recognized that enduring e-enterprises require a sound business proposal underpinned by an understanding of e-commerce buying behavior and a Web presence that translates into brand involvement. METHODOLOGY The relevant research reviewed provides strong support for learning strategies that actively involve participants in the process and for those activities that accurately simulate real-world practices. The review further highlights the necessity of incorporating these pedagogical considerations in the creation of a virtual world, whereby entrepreneurs can learn about e-startup venture creation and the complex causes of casualties in the online economy. The simulation, therefore, aims to foster creativity innovation and learning through the implementation process. With this in mind, the project development sought to incorporate the following objectives: 1. Design a simulation that blends the real and virtual worlds, allowing participants to develop the ability to learn the way practitioners do. 2. Encourage participants to cross the intuition gap by replicating Q-type factors of chaos and uncertainty, thereby encouraging risk taking. 3. Facilitate the incremental discovery of e-commerce dynamics, leading to viable predictive business proposals in the creation of brand value and active involvement. Pedagogic Considerations The simulation has two target groups. First, in the creation of a learning environment for would-be entrepreneurs wishing to establish a presence within the online economy. Second, the simulation should be utilized as an experiential learning program for university students, recognizing that increasingly more students need to create jobs and cannot expect secure employment from large, established organizations. This will allow them to understand the basic e-enterprise dynamics behind the theory. Beyond this, participating graduates will develop a mindset that appreciates the need for the incorporation of creativity and innovation in developing business solutions for increasingly undefined and changeable operating environments. The requirements of new approaches to learning (L) highlight a different role for the educator in structuring the learning environment. Learning must now be enabled, while participants must be left to derive their own conclusions. In such less conventional environments, students still need guidance in knowledge assimilation (P-type approaches), but also in the context of making sense of learning by doing Q-type approaches. Thompson (1999), commenting on entrepreneurship, highlights that, while creativity and strategic awareness are important, they are only partial. Instead, he proposes that people need to be encouraged to look at things around them in a more critical way, observing events and incidents more closely and questioning how things might be done differently and thereby improved for greater commercial benefit (Q-type approaches). With this in mind, the learning process was designed to encourage participants to innovate experientially by facing the ambiguity and uncertainty of openended change. An important aspect of process development, therefore, was the synchronization of both P- and Q-type learning environments. The program of instruction is designed in three successive parts (see Figure 3). In the first part, participants are on conventional learning paths. In the second, participants experience action learning principles through simulation, as proposed by Revans (1982), triggering feeling cues and allowing participants to cross the intuition gap. The third part returns to more standard pedagogic techniques; in particular, those of reflecting to gain understanding. Therefore, participants move from comfortable P-type learning environments to the Q-type zone of risk taking and back to a semi-comfortable zone (P/Q), where they can conceptualize their experience. The simulation requires participants to operate the business for several iterations. These e-cycles allow entrepreneurs to learn from initial mistakes, improve an existing business design for the next cycle, or start a new business. This process of incremental improvement coincides with Churchill's (1997) view that entrepreneurs prefer perceptual movement and improvement in the quest of exploiting manageable risks and opportunities. To this effect, the simulation allows participants to operate their online presence in much the same way as an e-commerce business. Uniquely, Netrepreneur dispenses with the time-restricted periods found in many existing business simulations allowing both consumers and entrepreneurs to carry out their activities on a 24-hour-a-day, seven-days-a-week basis. By adding this real-time aspect, the simulation is able to enhance a learning and adapting emphasis, which facilitates the incremental discovery of e-commerce dynamics at a pace that is suitable to the entrepreneur's learning style. Simulating E-Startup Netrepreneur is designed to simulate the initial startup phases of entrepreneurial activity in the online e-commerce economy. Participants devise a viable business within the context of an e-commerce virtual world and review business performance in light of market data. To this extent, each e-cycle consists of the following stages of business planning and Web site development (theory informs interpretation), implementation (practice), evaluation and review (reflection on theory and interpretation). This is illustrated in Figure 4. THE SIMULATION The micro world is represented by a virtual shopping mall (Figure 5) within which entrepreneurs can design and implement Web-based companies to market (virtual) goods and services online to a large group of consumers. For the entrepreneur, the goal of each e-cycle is to design and implement (online Web site development) companies with a product/service offer that consumers will visit and purchase from, and in doing so, accurately predict their purchasing behavior in the business plan. For the consumer, the objective is to examine the company Web pages and purchase goods and services that would appeal to them in the real world. Consumers are not required to spend all of their money or to buy anything at all, if they do not find anything of interest. Alternatively, the facilitator of the learning program can provide role-play scenarios to consumers and instruct them to maximize their welfare. At the end of each e-cycle, a reflection period allows entrepreneurs the opportunity to analyze the information collected from the activities within the e-cycle. Based on this information, entrepreneurs can improve their approach to the next business cycle. This reflection period is based on a review of the business plan with respect to: * Financial status of the online business * Consumer Web site statistics (hits vs. purchase) * Consumer segmentation characteristics * Forecast vs. actual market share/sales The Netrepreneur business plan allows prospective entrepreneurs the opportunity to run through the main elements considered within a real business plan. The structure of this business plan assists them not only in designing a Netrepreneur business, but also in evaluating its success after each e-cycle. This evaluation process is based on predictions made within the business plan on market share, cash flow, sales, and profits against those actually attained during the consumer purchase phase of the simulation. Netrepreneur provides entrepreneurs with the following information as part of each e-cycle to facilitate the incremental improvement process: * Consumer Web Site Statistics. Statistics and data on sales and hits include information with respect to actual transactions, hits per page, and the time spent by a consumer visiting each site. As part of the business plan, entrepreneurs would be expected to forecast anticipated market share, cash flow, sales activity, and profits. These forecasts can be tested during each e-cycle with respect to forecast vs. actual market share and sales activity. * Consumer Segmentation Characteristics. Information is collected through a questionnaire, completed by consumers on entry to the simulation, which includes information such as sex, age, earnings, and so forth. This facilitates the development of the marketing component in the business plan. * Financial Status of the Online Business at the End of Each E-Cycle. Companies are created with an initial amount of investment to facilitate the startup cost of the business. Within the original business plan, entrepreneurs are given a personal bank account, and, over the course of the simulation, monies are expended each day to pay for the company's Web presence and to pay for the cost of products and services sold. Also, from each e-cycle, income is derived from each day's purchases. Netrepreneur then provides a cash flow statement for each company. The administrator may alter Netrepreneur fixed expenses; these include costs, for example, incurred with Web site development and hosting fees. The variable cost component of the cash flow requires the entrepreneur to generate a percentage profit on sales estimates within their business plan. This is then used to determine gross profit margin given net sales revenue attained within the simulation. The simulation is divided into three areas, allowing access to facilitators, entrepreneurs, and consumers (Figure 6). ADMINISTRATION PANEL Through the administration panel, facilitators are able to perform four functions: 1. Assign company names, passwords, and restricted upload areas to entrepreneurs 2. Provide user logins and passwords to consumers 3. Enable virtual credit balances for consumers 4. Input venture startup cost component (fixed and variable) For facilitators, the setup and maintenance of the administration system has been made as simple as possible, with no technical expertise required and all hosting being done remotely. The login facility used in Netrepreneur utilizes a combination of user names, passwords, and secret access levels, which are assigned prior to the simulation by the facilitator. By designing the login function in this way, facilitators are able to restrict certain areas of the upload facility and, therefore, prevent entrepreneurs from altering any stores which are not their own. The company names, which have been selected by entrepreneurs in their business plans, are then inputted by facilitators and will appear in the retailer selection menu on the main entry screen to provide a direct link for consumers to access the Netrepreneur stores. The cash balance option in the simulation has been provided to introduce a startup cost component to the game. Facilitators will also provide up to 150 shopper accounts with user names, passwords, and cash balances. Cash balances have been made user-specific, as facilitators may choose to vary funds for consumers, therefore adding additional realism to the simulation, or, alternatively, cash balances could remain constant in order to truly gauge concept success. ENTREPRENEURS Once logged in to the simulation, entrepreneurs are able to perform four functions: 1. Upload their e-commerce sites 2. Gain access to the mall's virtual credit system to sell their goods and services 3. View mall sales and hits statistics 4. Gain access to the cash flow statement at the end of the e-cycle The virtual shopping mall is essentially a landlord for up to 10 entrepreneur Web businesses. The aim for entrepreneurs is to select their product concept, determine a pricing structure, and design their store presence. The system is designed to facilitate all levels of technical expertise, from those with no Web design experience to those that are fully experienced in complex Web design methods, thereby removing any constraints for curriculum design and/or prior knowledge. Designs created in Microsoft Word can upload directly from the Netrepreneur site, with no need for Web design or file transfer protocol (FTP) software. Netrepreneur also supports complex Web design methods and the use of any programming language with an FTP facility to the Netrepreneur mall. It is envisaged that this will facilitate greater access of Netrepreneur within the university and among other interested institutions. Competing entrepreneurs as commercial tenants are also provided with access to the mall's virtual credit system, thus allowing consumers to purchase their goods. This credit system is developed using SQL stored procedures and integrates this with credit values assigned by the simulation facilitator. Following consumer evaluation and purchase, entrepreneurs will be able to assess both their concept marketability and the design of their Web sites through various hits and sales figures provided by the simulation. This will enable entrepreneurs to reflect on the objectives of the business proposition and to provide the opportunity to ultimately review and change accordingly. This process of improvement will facilitate an understanding of the consumer's propensity to enter into an optimal experience and its dependency on the business concept and interpretation of Web presence. CONSUMERS The selection criteria for consumers are dependent on the set objectives of the instructional context. For example, using Netrepreneur as part of enterprise and Web design in undergraduate curriculum, entrepreneurs are briefed to design business propositions targeted to the student population of the university, and, as such, students will form the consumer population. For consumers, the simulation provides the ability to login and access all stores within the mall. Consumers may purchase products from these stores with a virtual credit balance assigned by facilitators. To prevent misuse, the simulation recognizes returning customers and provides only remaining credit balances based on what has been spent on the previous visit. Upon entering Netrepreneur, consumers complete a registration questionnaire, which provides entrepreneurs with information on customer characteristics such as demographics and lifestyle. Netrepreneur provides entrepreneurs with this information not only on the consumer population accessing the virtual mall, but also on consumers actually purchasing. APPLICATION OF NETREPRENEUR Successful pilots of the simulation have seen both the University of the Arts London and Manchester Metropolitan University adopting Netrepreneur within e-enterprise curriculum. Further, Retail Enterprise Network, an organization created to develop ways of protecting and promoting diversity within the SME retail sector, is utilizing the simulation within training in e-entrepreneurship with both British and Spanish users. TRANSFER OF LEARNING TO THE BUILT ENVIRONMENT In the real world, one of the very natural ways of acquiring knowledge in a domain is to be immersed in a situation related to this domain and to practice. Value in the entrepreneurial venture is added through the transformation process (Thompson, 1999). Effective control of the value adding process will require sound performance measurement, which is outcome driven. To this end, the simulation encourages participants to understand which factors are critical for e-business success and ensure that performance in respect of these is measured and any failings remedied. Hoover and Whitehead (1975) state, "Experiential learning exists when a personally responsible participant cognitively, affectively and behaviourally processes knowledge, skills and/or attitudes in a learning situation characterized by a high level of active involvement" (p.). As such, the type of learning that may occur through participation within a simulation can be categorized into cognitive, affective, and/or behavioral learning. Cognitive Learning Cognitive learning, from the perspective of simulation users, might be thought of as developing an understanding of basic facts and concepts so that sound decisions can be made (Wellingtion et al., 1995). Table 1 highlights the cognitive learning principles embedded within Netrepeneur. Affective Learning Affective learning may be considered as to what participants perceive they have learned. Traditional academic approaches emphasize the learning of theory. Theory consists of generalizations that are not useful without the knowledge of how they apply to varied reality of specific business contexts. The development of higher-level thinking skills through the blending of the real and virtual world allows for a participant-centered approach to learning and thereby increases motivational stimuli of interest and participation within the learning process. Table 2 illustrates the participant-centered approach to learning adopted within Netrepreneur. Behavioral Learning Behavioral learning can be considered as participants, learning and exhibiting changes in behavior in light of the new information. The learning process within Netrepreneur was designed to encourage participants to examine the business context in a critical way, observing events and incidents and questioning how things can be done differently, thereby improved for commercial benefit. The creation of a learning and adapting environment over several business cycles emulates practitioner learning through action, reflection, and questioning insight (Table 3). Game play over several iterations further increases learner reinforcement. CONCLUSION Entrepreneurship is a keystone of the UK's economy. Since the 1980s, successive chancellors of the Exchequer have recognized that future economic growth and employment is increasingly fueled by the small business sector. The current thinking of agencies such as the small business service is that a healthy economy is dependent on encouraging new business startup and that a constant chain of new business startup and failure ensures that the nation's resources (labor, capital, etc.) are harnessed by the most efficient operations. However, more new enterprises require more entrepreneurs. But just how are entrepreneurs created? A traditional response to such a labor market need is to use the education system to address skill and occupation deficiencies in the workforce. However, it is recognized that the pressures faced by practitioners as they innovate are difficult to replicate by conventional teaching methodologies. Traditionally, entrepreneurship is taught at a higher level in business schools. Much of higher-level business education is focused on knowledge acquisition (P-type approaches to learning) and gaining an appreciation of the business and management functions within organizations (marketing, finance, human resource, management, etc.). The process of entrepreneurship has been defined as managerial behavior that constantly exploits opportunities to deliver results beyond one's capabilities (Preston, 1998). To support this, in educational terms, one would expect the focus to move away from knowledge acquisition to skill acquisition (Q-type approaches to learning). The challenge to those charged with creating more entrepreneurs through the education system is that successful entrepreneurial ventures require creativity and innovation, which call for enterprising people to interpret what is possible into reality (Kao, 1989). How do we support the creativity and skills development within a given context? Furthermore, if we try to develop these skills in an insular vacuum of knowledge acquisition, are we creating entrepreneurs who can really exploit reallife opportunities, or are we creating dysfunctional free thinkers unable to see an idea in the real world? The purpose of this paper was to review the pedagogic requirements of entrepreneurial education within one specific context of e-commerce. It documents the development of one particular teaching aid-Netrepreneur, a Web-based simulation designed to allow students to learn the dynamics of e-entrepreneurship-in order to identify the key factors that academia should consider when designing learning programs and activities for would-be entrepreneurs. The development of Netrepreneur was inspired by the opportunities inherent in action learning and simulation methodologies-two non-conventional teaching means-and it is our hope that by showing the background to the development of this product, we facilitate more of this type of innovation in education.