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Ashfi Aziza 12421204 Spi
Ashfi Aziza 12421204 Spi
Ashfi Aziza
12421204
The B team
Team 26
Bridging Theory to Reality
Throughout my three years of business school, theoretical ideas never seemed connected to me until I played
the Wharton Interactive Entrepreneurship Game. It was a turning point, an epiphany that altered my
perspective on collaboration, tech startups, and the realities of business.
Prior to this immersive endeavor, business was limited to lectures and textbooks. However, as the game
progressed, I was engrossed in a maelstrom of choices, teamwork, and calculated risks. It became clear how
real it is to navigate profits and losses, negotiate with partners, and work in a team. Excitement, anxiety, and
determination wavered as every action determined the future of our virtual company. The most noticeable
thing to me was the perspective change. The game made clear the sharp distinctions between traditional
businesses and high-tech startups. Startups, on the other hand, are defined by their flexibility, inventiveness,
and agility. They take chances, make quick decisions, and use technology to create revolutionary
breakthroughs. This dynamic stood in sharp contrast to the traditional business environment's rigidity and
well-established structures, where change is frequently implemented slowly.
It became clear how real it is to navigate profits and losses, negotiate with partners, and work in a team.
Excitement, anxiety, and determination wavered as every action determined the future of our virtual company.
The most noticeable thing to me was the perspective change. The game made clear the sharp distinctions
between traditional businesses and high-tech startups. Startups, on the other hand, are defined by their
flexibility, inventiveness, and agility. They take chances, make quick decisions, and use technology to create
revolutionary breakthroughs. This dynamic stood in sharp contrast to the traditional business environment's
rigidity and well-established structures, where change is frequently implemented slowly.
SPECIAL
LECTURE IN
INNOVATION
Reason for Segment Selection: People in this segment are those who have a basic understanding of business concepts but are
not exposed to real-world situations. Their passion for entrepreneurship is in line with the experiential, hands-on learning
that the class provides, so they are open to the use of games in the classroom.
How the Flyer Addresses the Segment: Students who are eager to go beyond theoretical studies will be drawn to the flyer's
emphasis on experiential learning and practical application. In order to satisfy the segment's need for practical experience, it
draws attention to the chance to participate in a team-based entrepreneurship game. The goal of the engaging design, vivid
imagery, and succinct, powerful language is to grab their attention and convey the real-world advantages of the course.
Elevator Pitch: "Are you prepared to take on genuine entrepreneurial challenges and sick of listening to boring lectures?
Come to our lecture on innovation, where theory and practice collide! Play an immersive game about entrepreneurship, work
in groups, and personally encounter the highs and lows of starting a business. Acquire useful skills to succeed in the
dynamic business environment. Don't just read about entrepreneurship; actually do it!"