Category Archives: High School

The use of Smartsims Business Simulations in High School business, entrepreneurship and management classes.

Student in the library surrounded by books

Why Students Remember What They Do, Not What They Read

Walk into a typical classroom and you’ll see a familiar scenario: students reading textbooks, listening to lectures, and taking notes. Yet ask those same students a week later what they remember, and much of that information has faded.

This isn’t a failure of effort, it’s a reflection of how human memory actually works. Decades of research in cognitive science and education point to a simple but powerful truth: students remember far more when they actively do something with knowledge rather than passively receive it.

The Science Behind “Learning by Doing”

image of student climbing ladder

The idea that action improves memory isn’t new. A-well known principle in psychology, often called the “enactment effect,” shows that people tend to remember actions they perform better than those they only observe or read about.

Learners who physically performed tasks consistently demonstrated stronger memory recall than those who only watched or read instructions.

Why does this happen?

When students do something, multiple cognitive systems are activated at once:

  • Motor activity (physical or simulation action)
  • Decision-making processes
  • Emotional engagement
  • Contextual understanding

This creates richer memory “encoding,” making the information easier to retrieve later.

Passive Learning Feels Effective—But Isn’t

One of the biggest challenges in education is that passive learning feels productive. Reading a chapter or listening to a lecture gives students a sense of familiarity. But familiarity is not the same as retention.

Research on memory shows that re-reading material leads to weaker long-term retention than actively retrieving or applying knowledge.

In one study, students who repeatedly tested themselves on material remembered significantly more after a week than those who simply re-read the same content multiple times.

In other words:

  • Doing = long-term memory
  • Reading = short-term confidence

Experiential Learning: Turning Knowledge Into Experience

image of student applying learned concepts

This is where experiential learning comes in. Defined as “learning by doing,” it involves engaging students directly in experiences where they must apply concepts, reflect on outcomes, and adapt their thinking.

Educational theorist David Kolb described learning as a cycle:

  1. Do (experience)
  2. Reflect
  3. Think (form concepts)
  4. Apply

This cycle transforms abstract ideas into usable knowledge. Students are no longer memorizing theories, they are using them.

Studies show that this approach:

  • Builds real-world skills like problem-solving and adaptability
  • Improves retention
  • Increases engagement

What This Means for High School Education

image of student thinking about tasks

If the goal of education is long-term understanding, not just short-term test performance, then relying solely on reading and lectures is not enough.

Students need opportunities to:

  • Make decisions
  • Test ideas
  • Experience consequences
  • Reflect on outcomes

This is especially true in subjects like business, where success depends on applying knowledge in dynamic, unpredictable situations.

Where Business Simulations Fit In

Business simulations are a powerful example of experiential learning in action.

Instead of reading about how to run a business, students:

  • Set prices
  • Compete with peers
  • Manage budgets
  • Read and interpret reports
  • Respond to market changes

They experience the consequences of their decisions in real time, something a textbook simply cannot replicate.

This transforms learning from abstract to tangible:

  • Concepts become strategies
  • Mistakes become lessons
  • Knowledge becomes experience

And most importantly, it sticks.

Rethinking What It Means to “Learn”

image of student thinking about what they are learning

The evidence is clear: students don’t truly learn by exposure, they learn by engagement.

Reading and lectures still have a place, but without opportunities to apply knowledge, much of that learning fades quickly.

If schools want students to retain what they learn and be able to use it beyond the classroom, they need to shift from:

  • Passive consumption to Active participation
  • Memorization to Application
  • Knowing to Doing

Because in the end, students may forget what they read, but they rarely forget what they’ve done.

If we want students to truly retain what they learn, we need to give them more opportunities to apply it. Smartsims Business Simulations are one practical way to start bringing real decisions, real consequences, and real learning into the classroom.

Ready to see it in action? Learn more or get in touch with our team.

Using a Simulation to bring a High School Business Class to Life

In today’s fast‑moving classroom, high school business courses need more than textbooks and lectures. They must deliver active, immersive experiences that prepare students for work, study and entrepreneurship. That’s where simulation‑based learning and educational simulations become transformational. One of the most compelling tools in this space is the business simulation game, and at the heart of this evolution is the real‑world success of MikesBikes Introduction.

Why Simulation‑based Learning Matters in High School Business Courses

Experiential Learning Over Passive Study 

In traditional business management classes students often learn theories of strategy, marketing, accounting and operations. However, we know student learn and remember more when they become actively engaged in the content being taught.

Incorporating a business simulation game fosters deep understanding of concepts as students experience their own business experience. This allows them to take responsibility over their own learning and become personally engaged with the content.

A Real‑World Case Study

Cameron McDowell first encountered MikesBikes as a student. Now teaching a business and marketing course at Shorecrest High School (Washington, USA), Cameron uses MikesBikes as a dynamic and comprehensive capstone project that brings together all the concepts students have learned in class.

“Teaching this simulation is just as rewarding as I thought it would be,” he says. “It has made my classroom more dynamic and has completely transformed the way I teach.”

Cameron McDowell, Teacher at  Shorecrest High School

Through MikesBikes students experiment with real-world business decisions and think critically about competition, pricing strategies, and market positioning. “It allows students who want to dig deeper into business concepts”.

They must also collaborate, compare decisions, and even offer advice to their peers, creating an energetic classroom dynamic. Cameron recalls students who previously submitted low-quality work becoming more invested. One student who was disconnected from school surprised everyone by enthusiastically teaching others how to use the simulation.

To support high school learners, Cameron provides structured guidance and reflection prompts. “Reflecting on what worked and didn’t work is crucial for high school students,” he explains. He encourages students to take risks: “Try different strategies. Every approach can win if you pilot it correctly.”

Want to try MikesBikes for yourself?

MikesBikes Introduction is designed for students with no prior business knowledge or experience. This is achieved by enabling students to gradually take control over their own company. This approach makes MikesBikes one of the most widely used educational games for teaching business.

Contact Us for a Free Trial for Teachers.