For Educators

The Slingshot is designed for educators teaching entrepreneurship, innovation management, strategy, and technology commercialization. The simulation provides students with hands-on experience navigating the challenges of building an AI startup, from founding through scaling.

Free, open-source, and grounded in real startup experiences, The Slingshot can be integrated into courses at undergraduate, postgraduate, and executive education levels.

Learning Objectives

๐ŸŽฏ Strategic Decision-Making

Students learn to make resource allocation decisions under uncertainty and time pressure. They balance competing priorities across product development, customer acquisition, operations, and team building while managing limited cash runway.

๐Ÿ’ฐ Entrepreneurial Finance

Students experience venture funding dynamics firsthand: evaluating funding options, understanding dilution and valuation, negotiating with investors, and choosing between bootstrapping and venture capital paths.

๐Ÿš€ Technology Commercialization

Students navigate the specific challenges of commercializing AI technology: managing technical risk, achieving product-market fit in fast-moving sectors, and competing in markets where technology capabilities evolve rapidly.

โš–๏ธ Trade-offs and Constraints

Students grapple with fundamental entrepreneurial trade-offs: growth vs. profitability, product quality vs. speed to market, equity vs. control, and short-term survival vs. long-term positioning.

Implementation Approaches

The Slingshot is flexible enough to support multiple pedagogical approaches:

Pre-Class Activity (estimated time 30 minutes)

Students play individually before class. The game provide a guided play and tutorial, so student can effectively play on their own. You can follow up with in class discussion or not.

Best for: Understanding language and nature of startups, and their environment

In-Class Activity (60-90 minutes)

Students play individually or in small groups during class time. Follow with structured debrief comparing strategies and outcomes.

Best for: Illustrating specific concepts like resource allocation or funding decisions

Assignment (Out of Class)

Students play on their own time and submit reflections on their decisions, strategies, and outcomes.

Best for: Deeper engagement with strategy formulation and reflection on entrepreneurial decision-making

Team Competition

Teams compete to achieve the best outcomes. Create leaderboards and have teams present their strategies and results.

Best for: Generating energy and engagement, encouraging strategic thinking and peer learning

Case Study Complement

Use alongside traditional case studies. Students play the simulation then discuss real startup cases, comparing their choices to actual entrepreneur decisions.

Best for: Connecting experiential learning with real-world analysis

Multiple Rounds

Students play multiple times with different sectors or strategies, then compare outcomes and reflect on what they learned.

Best for: Exploring how context shapes strategy and understanding path dependencies

Teaching Materials

๐Ÿ“‹ Facilitator Guide

Complete guide for running the simulation in different class formats, including suggested discussion questions and debrief frameworks.

View on GitHub โ†’

๐ŸŽ“ Learning Module

Complete course module including pre-simulation reading, in-class activities, and post-simulation debrief.

View on GitHub โ†’

Technical Requirements

โœ… Simple Setup

  • โ€ข Web browser only (Chrome, Firefox, Safari, Edge)
  • โ€ข No installation required
  • โ€ข No student accounts needed
  • โ€ข Works on laptops, tablets, desktops

โฑ๏ธ Time Commitment

  • โ€ข 25-40 minutes to complete one game
  • โ€ข 10-15 minutes for brief debrief
  • โ€ข 30-45 minutes for deep debrief

Social & Collaborative Learning

The Slingshot is designed to spark conversation, debate, and shared learning. While students can play individually, the richest learning often emerges when students engage socially with the simulation.

๐Ÿ‘ฅ Team Play & Discussion

Students can play in pairs or small groups (2-4 people), making decisions together. This creates natural opportunities for debate about strategy, risk tolerance, and priorities. Groups often discover they have different intuitions about what matters mostโ€”and these differences drive learning.

After playing, teams can present their strategies and outcomes to the class, explaining their choices and what they learned. Comparing different approaches reveals there's no single "right" path to success.

๐ŸŽฎ Interactive Mini-Games

The simulation includes three interactive mini-games that create memorable, hands-on experiences with key business activities:

  • ๐ŸŽช Conference: Work your booth at an industry conference. Click on delegates walking by, use swag and coffee to attract attention, run demos for serious prospects. Learn about budget management and lead generation under time pressure.
  • ๐ŸŽค Investor Pitch: Deliver a 30-second pitch to venture capitalists. Keep the attention meter high, time your demo for maximum impact, read investor reactions. Experience the intensity of pitching for funding.
  • ๐Ÿš€ Demo Day: You have 60 seconds as visitors approach your booth. Engage leads to see their value, match offers to preferences, choose wisely between quick interactions and expensive demos. Practice prioritizing high-value opportunities.

These mini-games make abstract concepts tangible and create memorable decision moments that students can reflect on during debrief sessions.

๐Ÿ’ฌ Sharing Experiences

Create a shared class experience by having students play the same sectors or compare outcomes across different sectors. Students learn as much from seeing what happened to others as from their own journey. The personalized end-game reports provide concrete starting points for these discussions.

๐Ÿ† Friendly Competition

While not the primary goal, light competition can boost engagement. Create leaderboards by valuation, revenue, or other metrics. Students enjoy comparing results and understanding why different strategies led to different outcomes.

Research Foundation

The Slingshot was developed as part of an ESRC-funded research project (ES/X003949/1) exploring entrepreneurship education and innovation management. The simulation is grounded in:

Developed by Ammon Salter (University of Warwick), Stefano Baruffaldi (Politecnico di Milano), and Federico Bignone (Politecnico di Milano).

Getting Started

Ready to use The Slingshot in your course?

1. Play the simulation yourself to understand the experience
2. Review teaching materials
3. Choose your implementation approach and adapt materials
4. Share the game link with students and run your session
5. Share feedback via GitHub with us to help improve the simulation
Try the Simulation View on GitHub