New game for students will spark ‘motivation to lead, innovate, and succeed in school’ says BUILD.org CEO Thais Rezende
BUILD.org, in collaboration with Comcast NBCUniversal, has launched the "BUILD's FamBiz CEO Simulation Game," targeting students in grades 7-12.
This free entrepreneurship simulation game, developed in conjunction with educators and students, is designed to engage students in the classroom by introducing them to key skills and mindsets necessary for leadership and life success.
The game allows students to experience the role of a CEO, tasked with the revitalisation of a struggling family business and its community impact. It integrates gaming elements with experiential learning to encourage the development of entrepreneurial skills.
BUILD and Comcast's initiative reflects a commitment to leveraging digital tools for educational advancement and leadership development among students. The collaboration is part of Comcast’s Project UP initiative, which aims to develop digital equity and economic mobility.
Thais Rezende, President and Interim CEO of BUILD.org, said, "We're thrilled to unveil FamBiz, a simulation game that transforms entrepreneurship into an adventure. It not only ignites students' enthusiasm but also sparks the motivation to lead, innovate, and succeed in school and in life."
Comcast supports the development of FamBiz through its Project UP programme, aiming to enhance access to digital skills and pathways to economic mobility.
Gwyneth Gaul, Vice President, Strategic Partnerships & Philanthropy at Comcast NBCUniversal, stated, "We are so pleased to be a funding partner to BUILD in designing and delivering FamBiz, an innovative learning solution that will teach students important entrepreneurial and life skills."
FamBiz features include:
An immersive CEO simulation for students in grades 7-12, focusing on decision-making regarding team dynamics, product development, marketing, consumer research, and community engagement.
The game aims to enhance social and emotional learning by promoting problem-solving, self-management, and exploration of interests and strengths.
Interactive decision-making scenarios designed to improve critical thinking and decision-making skills.
Tracking and development of an entrepreneurial mindset, with feedback and growth plans tailored to each student's performance.
An incentive programme for FamBiz, supported by Comcast, offers a $300 DonorsChoose gift card to the first 1,000 eligible educators who meet all FamBiz requirements.
Since its launch, over 1,000 educators across more than 700 schools and community organisations have registered for FamBiz, resulting in the creation of over 14,000 student accounts and the completion of the game by 7,000 students.
Educators can implement FamBiz in various settings, from a 1-hour session to a week-long experience, accessible through an online platform that only requires a computer with internet access.
"FamBiz is a game-changer in education. My students are not just learning business concepts; they're actively applying them in a real-world simulation," shared a teacher participating in the programme.
However, contrasting perspectives exist regarding the effectiveness of gamification in education. Research titled "Gamifying education: what is known, what is believed, and what remains uncertain: a critical review" by Christo Dichev and Darina Dicheva, published in the International Journal of Educational Technology in Higher Education in 2017, critically examines gamification's application.
The review identifies a lack of sufficient evidence to support the long-term benefits of gamification, highlighting the need for more systematic studies and rigorously tested approaches to confirm its educational advantages.
Further, a study conducted from 2020 to 2022 on the impact of gamification in virtual learning environments found mixed results. While gamification improved performance in practical tasks, it did not significantly enhance achievement in knowledge assessment or written assignments.