Context The District Administrator Gruber School Dieburg in Germany annually conducts the computer-based business game "Wirtschaftswochen Aktiengesellschaft" (WIWAG), which is part of the curriculum of the vocational high school. During four days, students and teachers experience economic interrelationships in companies using practical examples. Over the course of several fiscal years, the participants analyze, formulate and optimize decisions and adapt them strategically. The simulation software was developed by the Ernst Schmidheiny Foundation and sponsored by the Joachim Herz Foundation in Germany. This project International Business Game WIWAG (ISCBG) represents an international orientation of the simulation of business processes and thus contributes to the international cooperation of vocational schools in Europe. Activities/Method Besides a kick-off event with simulation software training and a final event with project evaluation and planning of the continuation of the cooperation) five meetings with the students are the main focus of the project. The students or trainees will come from the Department of Economics and Administration and will participate in the business game International Business Game WIWAG. The technical basis of these meetings will be concepts of corporate management and the control of operational processes with the help of simulation software. The students manage companies and make decisions which, parallel to the technical content, are designed to train language skills and social competences as well as skills in conflict and problem solving. The business management decisions concern processes relating to investment issues, marketing measures, environmental policy and product quality and personnel planning in different economic cycles in Europe. A major challenge for the students will be to hold a general meeting in which shareholders are given accountability for business development. The plan, which is long-term at the beginning of the project, will be regularly adjusted and optimised during the implementation. The business game is implemented in repetitive processes (sprints) with different students and is an intermediate product of the project based on the project method Scrum. Number and profile of participants Due to personal experience, the activities will not only benefit about 150 students from the five partner countries, who will be the workers of Europe after their school careers. By using the simulation software and the accompanying materials, about 40 teachers will also gain a better understanding of complex business and economic interrelationships in Europe and get to know the WIWAG business game as a new teaching method. All participants will come from the Department of Economics and Administration. The students are expected to be between 16 and 20 years old. Goals The objectives include the knowledge of being able to acquire technical basics in a playful way on a European level, to make intercultural experiences and to build up and extend school cooperation. The pupils and teachers work for this purpose in intercultural, transnational working groups, which make a targeted contribution to school development on the basis of the assignments. An exchange between teachers about different teaching methods and computer-based systems of operational processes is promoted. As a result, all documents plus a manual for the independent implementation of the business game on an international level will be published. This should provide added value for schools in Europe. Furthermore, the project partners are striving for cooperation in the area of Key Actions 1 and 2, which will continue beyond the project duration.
The main goal of our project was to establish an international network and intensify school exchange. Teachers had the opportunity to learn about different educational systems and the WiWAG business game, contributing to a deeper understanding of pedagogical approaches. For students, the promotion of intercultural friendships was a priority, enduring even after the project's conclusion. An aim was to provide many students with a formative European experience. Around 200 students participated in the WiWAG game, developing key skills such as teamwork, effective communication, and entrepreneurial thinking. Group presentations served not only to practice presentation techniques but also to enhance English language proficiency. The business game bridged theory and practice, promoting experiential learning and critical thinking. Overall, the project aimed to improve school development by fostering practical learning and the development of key competencies, and also to support students in making decisions about their educational and career paths.
The goal of our Erasmus+ project with the WiWAG business game was to strategically advance school development and enable comprehensive further training for teachers. We recognized the urgent need to equip our students with essential intercultural and linguistic competencies to prepare them for the challenges of a globalized economy. The business game provided an innovative platform to convey economic educational content in a practical manner and deepen the understanding of international business management. By forming mixed teams from different countries, we strengthened the European sense of community and laid the foundation for lasting school partnerships. Particularly noteworthy is the further education of our teachers, who expanded their pedagogical skills through exchanges with European colleagues. This project served as a best-practice example of innovative teaching methods and positioned our school as a leader in school development. It not only enhanced the educational quality for our students but also significantly shaped the teaching methodology and optimally prepared all participants for the demands of a united Europe.