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.

๐Ÿ† Run a class tournament — Trajectory

Trajectory is built for educators as much as for students. Set up a class session in under a minute to get a join code; students enter it when they start the game. You then see how your class did as a group, which choices were most popular, and how your class compares with others — at zero cost, with no accounts, no software and no personal data captured.

Set up a class session →

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.

Concepts Covered

The simulation exposes students to 21 core startup and innovation concepts. Click any concept to learn more.

The Slingshot in Action

Since launching on 14 January 2026, The Slingshot has been played by more than 1,800 people in 57 countries, and adopted in university classrooms around the world.

1,800+
Players
57
Countries
15+
Universities

It is now used in entrepreneurship and innovation courses at universities across the UK, Europe, Australia and Latin America — see below for the places where we have engaged directly with faculty.

Players find it genuinely challenging, and early attempts often fail — which is exactly why Version 2 adds a gentler Seed mode to help newcomers build confidence. The difficulty is part of the appeal: much of the satisfaction comes from cracking a hard problem and improving run by run.

“Overall, a very positive experience.”

One early adopter set the game over the two weeks before class, then ran a comparable in-class round with everyone in the same sector so strategies could be compared. Pairing more game-minded students with others worked well — slowing the gamers down to reflect, and broadening the others’ sense of priorities — and the session opened rich discussions on dealing with uncertainty, resourcing a startup, and the simple rules founders fall back on.

— an entrepreneurship educator at an international business school

“Students loved it, and it gave great insights for discussions and literature connections. Thanks a lot for generously sharing with us all!”

— a faculty member

The Slingshot was built by an educator using AI tools rather than a software studio — which is part of why it is free to use, can evolve quickly, and is shaped by classroom needs rather than commercial ones.

Early adopters

We are grateful to the early adopters who have shaped The Slingshot through their use of it, their feedback and their support. It has been used in class at the University of Warwick, the University of Bristol, the University of Bath, the University of St Andrews, Imperial College London, Copenhagen Business School and the Technical University of Munich, whose faculty have both used the game and provided feedback and support.

We see The Slingshot as a shared teaching practice as much as a simulation tool. Many of the most valuable ways to use it will be some distance from our own experience, and we would like to gather and share them: how you framed the game for your students, how you ran the debrief, how you aligned it with an existing course or built a new one around it, any additional materials you developed, and how you integrated it into your class.

This is a community project, and we would love to hear how you have used it. Sharing your approach helps other educators and shapes where the project goes next; thoughts on the game itself are welcome too, though it is your classroom practice we are keenest to learn from. Tell us how you used it, and if you engage with the team we will gladly add your institution to this list of early adopters.

Using it in class

Early adopters use The Slingshot in many ways, and most cost nothing to set up — across undergraduate, postgraduate and executive courses:

Students also relish the bargaining the game involves — haggling with staff over wages, with funders over term sheets, and with one another — so negotiation and trade-offs run right through the experience.

The Educators Pack

Everything you need to teach with The Slingshot — and to assess what students learn from it — comes in a free Educators Pack, built to save you preparation time: companions that explain every system, a ready-to-teach slide deck, ready-to-use assignments and quizzes, classroom exercises and discussion prompts, real-company cases, and two AI assistants, all mapped to clear learning objectives. Drop it into a single session or build a whole module around it.

The full pack is free to any educator. We keep it behind a quick request simply to keep these educator tools with educators and so we can support you — email ammon.salter@wbs.ac.uk with your institution and course and we will share it. It contains:

๐Ÿ“˜ Companions

A Players’ Companion and an Educators’ Companion explaining the game, its systems and the thinking behind them.

๐Ÿš€ Quick starts

Short student and educator quick-start guides to get a class playing quickly.

๐Ÿ“ Assessment & assignments

An assignment bank, a multiple-choice quiz question bank, and a educator fact sheet.

๐Ÿ’ฌ Classroom use

Classroom integration exercises, discussion topics, and a learning-objective mapping grid.

๐Ÿ“‚ Sector mini-cases

Short real-company cases that pair with the game’s sectors — Darktrace, Sylvera, Robin AI, Multiverse, Synthesia, Lendable, Wayve and Isomorphic Labs.

๐Ÿค– AI assistants

Two assistants — one for players, one for educators — described in full below.

๐Ÿ–ฅ๏ธ Lecture slides

A ready-to-teach Educator slide deck for introducing The Slingshot and running a session around it.

Every item in the pack is released under the same licence as the game — Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0). In plain terms, you are free to use, copy, redistribute and adapt the materials for non-commercial educational purposes, subject to three conditions: Attribution — credit the authors and note any changes you make; NonCommercial — no commercial use without the authors’ permission; and ShareAlike — any adaptation must be released under the same licence. These terms cover the game and every document in the pack alike.

Sector mini-cases

A major part of the pack is a set of short, classroom-ready cases on real AI companies — one for each of the game’s eight sectors. Each pairs with playing that sector: students make their own calls in the simulation, then read how a real company navigated the same terrain and compare. They work as pre-reading, as in-class discussion, or as the basis for an assignment, connecting the game’s experiential play to real-world strategy.

Cybersecurity
Darktrace
Cleantech
Sylvera
Legaltech
Robin AI
Edtech
Multiverse
Creative AI
Synthesia
Fintech
Lendable
Robotics
Wayve
Biotech
Isomorphic Labs

The mini-cases are part of the Educators Pack — request access by email (see above).

AI assistants

Two AI assistants come with the pack, each grounded in the game and its materials rather than the open web — so their answers stay accurate to how The Slingshot actually works.

๐ŸŽ“ Educator assistant

Ask how to fit the game into a session or module, what the materials cover, how a mechanic works, or how to frame an assignment or debrief — a fast way to prepare without reading the whole pack first.

๐ŸŽฎ Player assistant

Helps students understand the game’s systems and think through their strategy, answering questions in plain language as they play. Open to everyone — launch it here.

The Player assistant is open to everyone. The Educator assistant is shared with educators on request, as part of the Educators Pack.

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:

Created by Ammon Salter (Warwick Business School, University of Warwick), with Stefano Baruffaldi (Politecnico di Milano) and Federico Bignone (Warwick Business School).

Contribute

If you teach with it, we would love to hear how. We are glad to credit and share what works, and you are welcome to contribute exercises, cases, assessments or translations under the same open licence, with credit to you. Word of mouth and shared experience are what keep a free, community project like this going. Using The Slingshot isn’t buying a service — it’s joining a community of educators building it together.

Tell us about your course and how you use it: ammon.salter@wbs.ac.uk.

Getting Started

Ready to use The Slingshot in your course?

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