The Capstone Business Simulation remains our top selling simulation, with over 1.7 million students to its credit. Originally designed for exec ed, today it serves two audiences - corporate seminars and the wrap-up courses in degree programs. Capstone pulls together the entire spectrum of business education. To succeed against their competitors, participants must integrate functional strategies into one coherent business strategy. They face challenges ranging from strategic analysis to team development.
Capstone excels at teaching business acumen, both the hard skills and the soft skills.
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Capstone is widely used in both corporate training and business school curriculums, albeit with different objectives and methods.
Corporations:
Business Schools:
Commonalities:
Despite their differences in setting, both corporations and business schools use Capstone to:
Scenario: The government has just broken up a monopoly into 2-6 identical companies. The monopoly masked many problems, ranging from inefficiencies to structural weaknesses. Teams are tasked with fixing these problems while building competitive advantages within a coherent business strategy. Capstone presents:
Delivery options: Both corporate seminars and collegiate classroom environments. In person, online, and blended formats. Capstone is a software as a service product.
Support: Instructor and student support. New instructors receive on demand training and support from our dedicated Customer Relationship Consulting group. Our CRCs train, coach, and support your delivery.
Editions: Tournament, Footrace, and Teamcraft. All editions ADA and GDPR compliant. Most LMS systems supported - free integration into unsupported systems.
Teams: Students are in teams that can be as small as three people or as large as seven with an ideal size of five. That said, there are exceptions. We have seen instructors create teams upwards of 12 people to work on organizational themes. If the student has previous experience with the simulation, or if they are simultaneously on a team in a tournament, the student can be promoted to “CEO” and manage a company alone versus a standardized set of computer managed competitors.
Industries: An "industry" consists of companies competing head-to-head. Companies can be managed by human teams or the computer, and instructors often configure industries to include both. The standard industry size is six companies, but instructors can configure the industry to accommodate up to ten companies. For the very small or very large class, the instructor sets up an industry for each human team that consists of one human team versus five computer "teams", with each computer team playing a distinct strategy. A typical class ranges in size from 12 to 70 students in one industry.
Rounds: Decisions are made in “rounds” which correspond to one year. Competitions last a maximum of eight rounds.
Easy delivery: It is a computer simulation, and computers do the grunt chores. They analyze, predict, process, print reports, share displays in virtual meetings, and prepare debriefs. Technical requirements are routine - a laptop and an Internet connection. Interfaces are designed to look like common business tools - spreadsheets, reports, email systems, and presentations.
Capstone offers a comprehensive array of learning objectives.
Strategic Analysis: Undertake detailed internal and external assessments utilizing frameworks such as SWOT, PESTEL, and Porter’s Five Forces.
Business Planning: Formulate an all-encompassing business strategy, considering elements like market positioning, competitive edge, and avenues for growth.
Sustainable Business Practices: (Optional.) Develop and implement strategies that ensure the business not only thrives economically but also operates in an environmentally and socially responsible manner.
Cross-functional Decision Making: Exhibit decision-making proficiency across business sectors to address both immediate challenges and long-term strategic goals.
Performance Measures: Select key performance indicators, targets, and assessment methods to align and drive the company’s actions in accordance with the business strategy.
Implementation and Execution: Understand strategy complexities and devise methods to execute these strategies effectively.
Project Management: Design and implement projects to forge competitive strengths, encompassing various business functions.
Team Development: Understand the stages of team maturation and apply leadership tactics to optimize team performance.
Change Management: Understand organizational change dynamics and strategize to lead transitions effectively.
Communication with Stakeholders: Articulate the organization’s mission, vision, strategies, and decisions with clarity and precision, adapting the message to resonate with diverse audiences in both written and verbal forms.
Prework for an Accreditation Exam: Refresh knowledge, fill gaps, and hone skills developed during the degree program as preparation for an accreditation exam.
Our design philosophy is built around the concept, "Make the instructor's job easier." To use an analogy, if you rent a vehicle at a car rental, the controls look the same, but the vehicle's purpose can range from basic transportation to moving furniture. The driver can expect minor differences in the controls, but major differences in the application. All of our business simulations are teaching platforms, as opposed to business simulators (which are unique to an industry or company). Teaching platforms consider issues like "participant's technical vocabulary", "related conceptual spaces", and "delivery constraints". (See "Business Simulations: Bridging Theory and Practice for Transformative Learning.")
By design, GlobalDNA looks similar to its siblings. Our simulations use similar scenarios, report layouts, interfaces, charts, etc. For example, all of our simulations are set in a "sensor" industry, albeit not the same sensor industry. Industries have lifecycles. We set Foundation and CapsimCore in an early growth stage. Capstone is set in the late growth stage for a domestic evolution. CapsimGlobal is set in the growth stage for a multi-national company. GlobalDNA takes the company global. Each simulation varies the sensor industry, learning objectives, and mission.
Instructors familiar with any of our simulations feel at home with GlobalDNA. The controls are the same. It is easy to find information. But the application and teaching goals are tailored to different skill levels and purposes.
When students play a simpler simulation like CapsimCore or Foundation early in their education, then encounter GlobalDNA later in their studies, students quickly understand that they are building upon their earlier skill set. They approach the more sophisticated simulation with confidence and a desire to dig deeper into the content.
Capstone's little brother is Foundation. Its big brothers are CapsimGlobal and GlobalDNA.
Using Capstone as a starting point, Foundation simplifies:
Again using Capstone as a starting point, CapsimGlobal and GlobalDNA add:
As an observation, instructors choose Capstone most often to teach business acumen and business strategy.
Let's dive into Capstone from an instructor's perspective. There are five topics to consider:
Capstone is set in a hypothetical sensor manufacturing industry. As a teaching platform, we want a scenario that students can grasp quickly, yet maps easily onto other industries.
We use sensors because they are generic, easily understood, and enough like a “widget” that students do not bring preconceived ideas about the product or customers to the simulation. With real-world products, students research the host industry in the hope of adopting a real-world strategy that is likely not present in the simulation anyway. In Capstone students ask questions like, “What do customers want from our sensors in this simulated market?”
We use manufacturing because students can relate to making and marketing physical goods. We focus upon capacity utilization and productivity through technology, which applies to any business, from retail to services. We do not delve deeply into manufacturing processes. The simulation platform was designed to easily map onto other industries, and past variants of our simulations have been used to model businesses ranging from retail to service industries.
Companies are split into three functional areas - marketing, production, and finance. Decisions are set at the policy level. For example, within marketing, product prices are the average annual price, without pricing tactics like discounts or coupons that would apply to shorter time scales. Students set promotion and sales budgets, which in the real world would be allocated to various advertising campaigns and distribution methods. Rounds cover one “year” and are reported annually.
Students are told that a monopoly has just been broken up by the government into identical companies - facilities, product lines, and workforces. Their team has been hired to manage one of these new companies. Their company looks good on paper, but in truth the monopoly masked problems in product design, customer awareness, workforce, and a host of other areas.
Three industry characteristics force teams to act. They are:
Capstone excels at highlighting "strategic misalignment". Business strategies seek competitive advantages. Often these appear in a single functional area. For example, marketing might develop brand awareness, thereby increasing demand. However, if the company cannot fill the increase demand, the advantage is squandered - aka "strategic misalignment".
In Capstone, functions are clearly defined for students, and some natural coordination between functional areas must occur. For example, if the team buys production capacity, they should raise the money to fund the purchase.
However, Capstone utilizes cross-functional modules that affect all three functional areas at once. Students must think through their implications for each functional area. These modules include:
Case modules focus on a particular strategic problem. All are optional, and they are scheduled later in the simulation after teams have addressed their problems and strategies. Most have cross-functional implications. They include:
Instructors usually start Capstone with the basic scenario, then, time permitting, add HR, TQM, and case modules as the competition unfolds. They adjust Capstone's complexity to fit their audience, and they level-up the difficulty as the marketplace evolves.
Customers are split into five market segments. The segments are plotted on a perceptual map as circles. The segments begin in the top left of the map. As the years pass, they drift towards the lower right while spreading out. Teams must update their products, invent replacements, or face obsolescence.
The perceptual map reminds Capstone players of board games like chess. Map 1 identifies the segments by name. Notice the black dot in each segment. The closer a product comes to this “ideal spot”, the higher its demand. However, the map is in constant motion as the segments drift towards the lower right. Even if a product hits the ideal spot, it will only be ideal for a month or two.
Map 2 is a screen shot from a team’s R&D planning display. Products are at the dots attached to the first letter of their names. Red labels forecast where the product will be when its R&D project is completed.
Two tactics are on display here - product repositioning, and product extenders.
Agape and Adam are being repositioned. Their segments are drifting towards the lower right corner of the map. If the team wants to stay competitive, they must keep up with the segment’s migration towards smaller size and higher performance. Aft is being repositioned towards the overlap between the Performance and Traditional segment. If Aft satisfies their buying criteria, it can pick up sales in both segments. Ace is a product extender, a second product in the High End segment. When it exits development, the team will have two products in the segment.
Teams learn to coordinate tactics across functional boundaries. For example, Ace will require marketing budgets, production facilities, and financing.
In turn, tactics support an overarching strategy. In this example, the team plans domination in High End with two products, domination in Traditional with two products, abandonment of the Performance segment, competitive positions in Size and Low End.
We use the perceptual map to outline six generic strategies for students during the introduction. They are:
Broad Differentiator - All segments, emphasizing customer satisfaction. The orange stars represent future products. Because new products require their own production facilities, this strategy invests heavily in capacity.
Broad Cost Leader - All segments, emphasizing cost leadership. Because this strategy relies upon a cost advantage, it invests heavily in automation.
Niche Differentiator - Focus on dominating the segments at cutting edge of technology. We label it "differentiator" because these segments respond to differentiation tactics more than cost leadership tactics. These segments are small but fast growing. This strategy requires capacity investments.
Niche Cost Leader - Focus on dominating the two segments, Traditional and Low End, that are most responsive to cost leadership tactics. These segments are large but slower growing. This strategy requires automation investments.
Niche Player - The company seeks to dominate two or three segments that have no unifying theme like "high technology" or "volume oriented". Instead, the team either sees an opportunity or reacts to competitive pressures. For example, the team notes that they have a position in, say, Performance, and because other competitors have left, they can seize the opportunity.
Product Life Cycle - Invent products in High End that Traditional and finally Low End as the industry matures. This strategy starts products with limited capacity and automates as the products mature.
In practice, any of these strategies can "win". Success depends upon execution. The starting position - a strategically misaligned set of identical companies - is unstable and chaotic. It is a perfect environment for teaching business strategy and developing business acumen.
Conceiving a strategy is easy. Execution is difficult. Strategy begins with the opportunity to develop a competitive advantage. Here is a list of potential advantages that teams can develop either in the base scenario or in the add-in modules.
However, Capstone does leave out one important dimension - international strategies. Those are the domain of CapsimGlobal and GlobalDNA. But because an international scenario is inherently complex, those simulations cannot offer five market segments, and cannot offer the strategic playing field presented in Capstone. If the instructor's goal is to make distinctions between differentiation and cost leadership, niche strategies, product lifecycles, industry lifecycles, plus additional issues raised by the add-in modules, Capstone is the better choice. Capstone plays out on a two-dimensional playing field, and it is easier for students to grasp these concepts. CapsimGlobal and GlobalDNA are inherently three-dimensional, and they face international issues ranging from currency exchange rates to tariffs. Consequently, they use a simpler perceptual map, and they must leave out all add-in modules available in Capstone.
Capstone is delivered in corporate seminars and collegiate classes, and in on-site, online, and blended environments. Our CRCs (customer relationship consultants) are adept at helping instructors design and plan agendas, and here are a few examples. (For a complete description of all types of deliveries, see "How to Deliver a Simulation.")
Let's begin with a seminar that blends on-site and online. The on-site component looks like an ordinary seminar. It can occur at the beginning, the end, or in the case below, both. At Capsim we love blended deliveries. They offer the best features of both environments. In this example the online component uses synchronous class meetings with virtual team breakout rooms designed by each team. The instructor visits teams in their breakouts to coach. However, rounds 3-7 could easily be asynchronous, with teams scheduling their own meetings and coaching appointments.
The next agenda presents a traditional, on-site business acumen seminar for professionals and middle managers without a business degree. We need to incorporate time for debriefs and mini-lectures on topics like competitive advantage and performance measures. In seminars like these, an ideal environment keeps teams in the same room, including breaks, working lunches, etc. The instructor works the room looking for the magical "teachable moment".
Finally, let's look at an academic, semester-long, on-site agenda. Our audience might be undergraduate seniors or second year MBA students. This agenda assumes a leisurely pace, but more compressed module or quarter-based agendas are easily accommodated - if Capstone can be delivered in a two-day seminar, it can be delivered in any collegiate environment. Most academic campuses today support blended learning, and we heartily recommend it. Completely online courses work well in the hands of a seasoned instructors, but for first-time deliveries, we recommend using our CRCs for your planning and setup, as today's technologies present golden opportunities (AI, recorded debriefs, team meetings, etc.) that require familiarization.
Instructors can set their class up in two competition styles - tournaments or footraces. To understand the tradeoffs, we must consider company types, team sizes, and industry configurations.
Company types. A company is, of course, the business entity, but they come in two types - human and automated. Human teams want to compete with other human teams, but automated companies provide the instructor with several useful options. Automated companies can:
Team size. The instructor will split the class into teams. Small teams do not offer much diversity of opinion. Large teams risk fragmenting into factions. Experienced professors will set team size at four, five, and six participants. Teams of three and seven participants work but require a bit more coaching. Teams of two are possible in a pinch. Teams of eight or more should be avoided unless the instructor has a behavioral agenda in mind that requires large groups.
Industry configurations. Foundation Version 1 limits industries to six companies. Foundation Version 2 can expand industry size to ten companies. The more companies in an industry, the more difficult it is for human teams to do competitor analysis. For this reason, nearly all instructors set industry size between four and six companies. Indeed, the majority of instructors will set up their industries with exactly six companies, using automated companies to flesh out smaller classes. This works fine for classes with up to 42 participants - six teams of seven participants.
But what about larger classes? Instructors can opt for two or more industries, but each industry needs a debrief. Usually, the time available for debriefs is limited, and splitting that time between industries reduces the quality of the feedback. Foundation Version 2 configured with ten teams expands the class size to 70 participants, and most instructors will choose that over two industries. When there are more than 70 participants, the lead instructor will either employ junior instructors or structure a footrace.
Tournaments. A tournament pits companies against companies in a free for all. Companies start at identical positions. (“The government just broke up a monopoly.”) Students love tournaments. They engage all of the senses in a highly charged emotional environment, and that anchors the learning. They are fun to teach.
Most tournaments consist of one industry. In practice 90%+ of classes are below the 42 student threshold - six teams of seven participants. Here are a few examples:
Footraces. Footrace editions automate each team’s competitors. The industry consists of a human team and five automated companies playing five distinct strategies. Teams compare their results across identical industries.
The automated companies within each industry always play the same strategies. For example, the "B" or Baldwin Company always plays the same generic strategy. The debrief can draw teaching points about an automated company and know that it applies to all human teams.
Footraces are not quite as emotionally charged as a tournament, but the competitive elements are still in place. Students compare performance measures across the entire class.
Footraces are often employed for large events and competitions. For example, at the end of each semester Capsim offers a Capsim Challenge to currently enrolled students. Upwards of 1000 individuals and teams compete in a footrace. The top six qualify for a tournament to declare an overall winner.
Capstone is a Software as a Service (SAAS) product, meaning that processing occurs in a secure, online, 24/7/365 environment. It is delivered in both seminar and academic venues, and in live, blended, and online environments.
For an all-encompassing discussion of deliveries, see “Delivering a Business Simulation”. Here we will focus on Capstone alone.
Registration. Students need to be able to identify teammates and competitors on the website and reports, so it is important to register all students.
Onboarding. In seminars instructors usually do a hands-on introduction and practice round, although online materials are available for pre-work.
For traditional classes the onboarding materials make delivery and scheduling extraordinarily flexible, and they reduce the instructor burden by automating routine tasks like team formation. Students are provided with a comprehensive online onboarding package that includes a variety of resources - videos, tutorials, demonstrations, quizzes, and practical exercises.
When students log in, their first menu item is “Getting Started”. Assign those items that you want students to do before your introduction. They include:
Students should take advantage of the same resources they have on the job, including AI and social media. During the introduction, we suggest that instructors:
We want students to seek out any competitive advantages they can find. It will not harm the learning environment; it will enhance it. For perspective, consider sports. Will teams research, watch videos, or seek opinions before a game? In seminars that Capsim delivers, we make two points about winning. First, it is a matter of degree. If Team A achieves cumulative profits of $43 million, and Team B achieves $42 million, it would not matter in the real world, and it only matters in the seminar because we award coveted coffee cups as a prize to the "winning" team. Second, suppose that an AI recommends teams adopt, say, the "Broad Cost Leader" strategy. If five of six teams follow the AI's advice faithfully, the sixth team will win, because it did something different while the other five arbitraged away their competitive advantages. Execution matters, and that is a dance with competitors and the marketplace that begins in the first round.
Of course, we like to think that students can find answers to any question on the Capsim website. We routinely scour the Internet looking for good ideas that we can pass along. But we want students to research. Perhaps an external opinion will trigger a response in the student. Good advice? Bad advice? There is plenty of both online. We want participants to think, to angst, to experiment, and to argue a perspective with their teammates.
What matters is how the team responds to their industry as it evolves. So long as all teams have the same information resources, the competition will be fair and meaningful.
Introductory lecture. 0-60 minutes. Tailored to the audience. In principle, Getting Started can onboard students independently. In practice, students expect some form of instructor interaction as the simulation begins.
Team Analysis Exercise. 60 minutes. Recommended but not required. The exercise serves two purposes - team building and team comprehension of the business issues they face. It explores the simulation parameters while people take the measure of their teammates. Variations on the assignment ask each student to analyze a product, a segment, or a functional area, then report their findings to the team. We recommend a team building instrument like TeamMATE with this exercise.
Rounds. 60-150 minutes. Allow more time for early rounds, less for later rounds. The basic simulation block is a decision round, which covers one year of simulated time. A round begins with a debrief, usually instructor led, that presents the starting situation or the results from the previous round. Teams meet to make decisions. At the deadline, the simulation processes under manual or automatic control. At the instructor’s whim, students can access results immediately or wait for the debrief.
Debriefs. As much for dramatic effect as for analysis, teams want their instructor to announce results to the class and make observations about the industry’s evolution. Debriefs are also used to introduce new modules and add-ins.
Additionally, students can self-debrief using online reports and tools available on the website.
Team Presentations. In “backdrop” applications, team presentations are optional. In “integration” applications, expect that students will want to talk about their experiences, their mistakes and successes, and what they have learned.
Communication with stakeholders is one of Capstone's learning objectives. Students want to talk about their experiences, their mistakes and successes, and what they have learned.
Final Debrief. 5-30 minutes. Teams want to know, “Who won, and how did we do?” Foundation offers two scoring methods, the Balanced Scorecard, and for instructors wishing to emphasize the performance measure learning objectives, a nuanced methodology for allowing teams to select their own performance measures. Both can be compared across populations of similar teams. The final debrief looks at the last round’s results, then rank orders the teams to declare an overall winner.
Capsim has been training instructors that are new to simulations for over 25 years. Our Customer Relationship Group can provide you with sample schedules, syllabi, slide shows, assignments - any materials you need to succeed in the classroom.
We routinely go over simulation results with new instructors before their debrief. We can shadow you online during your first deliveries.
We take questions from students by email and by scheduled call.
Often new instructors are specialists, not generalists. They are not comfortable teaching materials outside their specialty. No problem. From our perspective, we hear the same questions from students class after class. We go over those questions with you. Our goal is to make your teaching experience routine.
If you are in a corporate environment and plan to deliver a few seminars and then stop, chances are failure-is-not-an-option. No problem. Capsim can provide experienced, talented instructors drawn from planet Earth’s finest schools.
We also provide on-demand facilitators drawn from our CRC department, the same people that train-the-trainer. Facilitators insure that your seminar is free from technical challenges and that instructors can concentrate on teaching instead of logistics.
Large event? Capsim has delivered events with upwards of 1000 people. We can work with you at every stage, from planning to clean-up.
In 2023 Capsim introduced Capstone Version 2. A bit of history is in order.
Capstone Version 1 serves an entrenched, happy instructor community. Capstone Version 2 is an evolution out of CapsimCore - a response to requests from CapsimCore users to incorporate business acumen into CapsimCore.
Both versions share the Capstone teaching mission and learning objectives, and therefore we decided to brand them both as Capstone. However, they are on different platforms, and there are differences. Let's compare them.
Capstone Version 1 | Capstone Version 2 |
Interface: Designed to look like a spreadsheet. Participants enter numbers to make decisions. Philosophically, expects students to use tools similar to their experience on the job. | Interface: Uses sliders to set decisions. While uncommon to find sliders on tools found on the job, sliders do frame the boundaries of a decision at a glance and are thus easier to understand. |
Maximum industry size: 6 companies. | Maximum industry size: 10 companies. |
Reports: Minor differences | Reports: Minor Differences |
Automated companies: The instructor can set the play level to weak, average, or strong. | Automated companies: The instructor cannot set the play level. |
Alert system: The student software does not protect or warn players away from poor decisions. | Alert system: The student software attempts to protect and warn players when they make poor decisions. |
Onboarding: Extensive but optional. Numerous exercises offered, but none are required. | Onboarding: Extensive and required. Students cannot join a team until they have completed 30 minutes of orientation. |
Save decisions: The system utilizes a "Save Official Decisions" and "Undo to Official Decisions" to save and load decisions. It makes no attempt to protect remote players working at the same moment from walking on one another's work. | Save decisions: The system utilizes uses live notifications when a user Saves and Loads decisions. Loading decisions gives the user the ability to see when a teammate has saved a decision and cautions remote players of the risk of walking on one another's work. |
Add-in modules: TQM, HR, Ethics, Labor Negotiation, Advanced Marketing | Add-in modules: TQM, HR, Internet of Things, Local Suppliers, Management Consulting, Community Involvement, Technology Licensing, Research Improvements, Global Initiative. |
Sustainability edition: Not available. | Sustainability edition: Available. |
In 2022 our users asked us to address sustainability. It had become an important element in both curriculum and accreditation. We asked experts in the field whether we should offer an add-in module or a new simulation. All of these experts said that the sustainability theme should be integrated throughout the simulation. An add-in module like TQM would be insufficient. A devoted simulation would be inappropriate because sustainability is not a standalone function but an element of strategy and tactics.
Working with these experts, we developed Capstone - Sustainability Edition, and introduced it in August 2023. It is built upon the Version 2 platform.
Performance Measures. Adds the Triple Bottom Line performance measurement to the traditional measures. "Triple" stands for "People, Planet, Profit".
R&D. Adds a recycled materials decision. Consequences apply to materials cost, waste per unit, and the Triple Bottom Line.
Marketing. No new decisions. However, sustainability decisions do impact demand.
Production. Adds supply chain and renewable energy decisions. Consequences apply to materials costs, emissions, waste, demand, and the Triple Bottom Line.
Finance. Adds charitable donations as a percentage of profits. Consequences apply to capital reserves , the community score, and the Triple Bottom Line.
HR. Unlike standard Capstone, HR is a required part of the model. It introduces decisions for a compensation and benefits policy, and five community program initiatives. Consequences apply to recruitment, retention, a community score, and the Triple Bottom Line.
Reports. A new Sustainability page is added to the reports to compare results across companies. Elements include: