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Deep Engagement with "The Company" Sparks a Lifetime of Learning

Students analyze "The Company’s" finances with three years of data and make strategic decisions to boost performance. Working in teams, they vie for virtual funding and can earn up to $500 in real cash awards based on their success. Everyone gains valuable experience and achieves success.

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The Process

Keep it Simple.   Keep it Interesting.  Never Underestimate.   Expect Their Best.

01

Keep it Simple

Each student or team begins with the same company, but it evolves into a unique entity shaped by their traits. Like an avatar in a video game, the company mirrors the students' personalities, impacting their self-identity and promoting positive personal growth.

03

Never Underestimate

Is it too advanced? Colleges teach balance sheets and income statements, yet many students and small business owners still struggle with them. With a background in both academia and consulting, the game architect understands these challenges. The message with the FLEA method is clear: don’t underestimate what these students can achieve.

02

Keep it Interesting

Learning doesn’t have to be boring. A chance to earn up to $500 and an immersive, gamified process make it engaging. We boost self-esteem and ensure that effort leads to growth. Students realize the significance of their problem-solving skills, with competition and gamification blending education with fun."

04

Expect Their Best

The FLEA method stands apart from the Montessori approach and "everyone wins" sports models. Unlike Montessori’s focus on individual talents or sports’ lack of recognition for skill, FLEA uses a central foundation, "The Company," and employs repetition and gameplay to ensure learning. With initial screening and gamification, over 95 percent of students are expected to successfully complete the course.

Game Elements Attracts Engagement and Boost Learning

Each student begins with $62,500 in profits and $21,500 in negative cash flow. Using their Execution Plan, which covers Strategy, People, and Cash, they guide weekly actions. They manage seven levers—Price, Volume, Direct Cost, Overhead Cost, Accounts Receivable, Accounts Payable, and Work in Progress—setting KPI goals for each. Students then apply visualization, strategy, and common sense to maximize profits and cash flow.

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The Seven (Game) Levers

A strategy is effective if it aligns with a student's goals, whether passive, aggressive, timid, or bold. If the student meets their goal, the strategy is considered successful.

Game parameters include decision-making on pricing, volume, direct and overhead costs, accounts receivable, accounts payable, and work in progress over four simulated quarters (one year). Students adjust these factors based on performance, making decisions that mirror real-world companies. They may potentially manage their virtual companies more effectively than some real CEOs.

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