---
title: "GoVenture DIGITAL MARKETING | Instructor Guide"
author: ""
url: "https://books.playgoventure.com/9/gvdmig"
---

# 👉1. Start Here
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<div align="center"><iframe src="https://player.vimeo.com/video/701386624" style="border: none; display: block; margin: auto; aspect-ratio:16/9; height:auto; width:70%;" allow="autoplay; fullscreen; picture-in-picture"></iframe> <div align="center"> <a href="https://player.vimeo.com/video/701386624" target="_blank"_><u>Watch Full Screen</u></a></div>
</div>


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1. Watch the 2-minute **video** above.

2. To unlock a GoVenture product, you need a **Subscription Key**. Then follow one of these directions —   
   * **If you already have a login** for PlayGoVenture.com, click the following link to unlock your product — <a href="https://playgoventure.com/subscription" target="_blank"_>PlayGoVenture.com/Subscription</a><br><br>
   * **To create a new account**, go to <a href="http://playgoventure.com" target="_blank"_><u>PlayGoVenture.com</u></a> and follow the links to CREATE ACCOUNT. 
<br>
  
3. **Log in** with your username and password to review the Instructor Dashboard (website). The Subscription Key is now expired and no longer needed.

5. Click **Groups & Reports** then create a new **Group** to keep student performance results separated by class, school, region, or any other grouping that you prefer. 
6. If you want to play the game click **Play as Student**.
7. **Student Accounts**
 - <b>K-12 Teachers</b>: Use your GoVenture website to generate usernames for each of your students under _Manage Students_. See section 4 for details.
<p></p>
 - <b>College and Nonprofit Instructors</b>:  You may purchase Subscription Keys (access for students) or direct students to purchase their own. See section 4 for details.
8. Give students your Group Number and describe your expectations for them.
9. Monitor student Performance Reports using your instructor dashboard.

_**Details for all the steps above are described further in this document.**_
<br>

<hr style="margin: 0;">

<a href="https://playgoventure.com/formio/?path=contact" target="_blank"><img src = "https://books.playgoventure.com/u/help-with-setup-Ia4PqI.png" style="width: 100%; display: block; margin: auto;"></a>

<a href="https://goventure.net/certification" target="_blank"><img src = "https://books.playgoventure.com/u/certification-banner-IVzSrn.png" style="width: 100%; display: block; margin: auto;"></a>

<a href="https://skool.com/teachingsuperhero" target="_blank"><img src = "https://books.playgoventure.com/u/teaching-superhero-gv-website-high-res-v3Zs8a.png" style="width: 100%; display: block; margin: auto;"></a>

# Questions?
Reply to our latest email or <a href="https://playgoventure.com/formio/?path=contact" target="_blank"_><u>submit our help form</u></a>

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# 2. Your Instructor Account
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## 2.1 Instructor Account
* To unlock a GoVenture product, you need a **Subscription Key**. Then follow one of these directions —   
   * **If you already have a login** for PlayGoVenture.com, click the following link to unlock your product — <a href="https://playgoventure.com/subscription" target="_blank"_>PlayGoVenture.com/Subscription</a><br><br>
   * **To create a new account**, go to <a href="http://playgoventure.com" target="_blank"_><u>PlayGoVenture.com</u></a> and follow the links to CREATE ACCOUNT. 
<br>
  
* Log in with your username and password to review the Instructor Dashboard (website). The Subscription Key is now expired and no longer needed.
    
* The Instructor Dashboard allows you to create Groups, monitor student progress and performance, and play GoVenture as a student.

<div align="center">
<i>Screenshot of the Instructor Dashboard (website)</i>
</div>
<img src = "https://books.playgoventure.com/u/d4ed79f3b1019114d5bbc3b28d47aad96fb166848438f54001c09ebdaf1709303926712c9f8a836dbf31b209c1914ddd7a937c31d146a067149dcd4b3edee6050755fe3c07d4d98e69294be765d2a120b3b4efc59ddf2661e6c6822a1d0fa55aa5e7d809-RYHFcI.avif" style="width: 50%; display: block; margin: auto;">
<hr style="margin: 0;">

## 2.2 Sharing Instructor Accounts
Instructors can share access to their accounts with other instructors or colleagues. 

<a href="https://books.playgoventure.com/13/gvsharingaccounts" target="_blank"_><u>View Sharing Options</u></a>



<hr style="margin: 0;">

# 3. Learning Resources
<hr style="margin: 0;">

## 3.1 Marketing Simulation
Simulates an engaging narrative story that places students in the role of an inventor of a new product.  Students learn the basics of digital marketing while building and optimizing a marketing funnel to maximize sales and other metrics. Product details are at 
<a href="https://GoVenture.net/dm" target="_blank">GoVenture.net/dm</a>

Students can play the Marketing Simulation activity once an instructor gives them a Group number to join.  Instructors can use the _Play As Student_ feature to play as a student — but you must first create a _Group_ to play.

<hr style="margin: 0;">

## 3.2 Marketing Content Creator
An activity where students create their own marketing content to sell a good or service. This includes identifying the product, consumer profile, brand, and marketing strategy and then designing a website, landing pages, and various advertisements. This activity can be assigned after the Simulation has been completed and must be assessed manually by instructors. 
- Product details — 
<a href="https://GoVenture.net/dm" target="_blank">GoVenture.net/dm</a> 
- View <a href="https://player.vimeo.com/video/1041865893" target="_blank">Tutorial Video</a>
- More details in section 8.3.

Students can play the Marketing Content Creator activity once an instructor gives them a Group number to join.  Instructors can use the _Play As Student_ feature to play as a student — but you must first create a _Group_ to play.

<hr style="margin: 0;">
## 3.3 Advertising Simulation
The Advertising Simulation allows students to practice placing ads, tracking performance metrics, and optimizing an ad budget to maximize profit. Students identify a good or service to market, set the selling price and cost of sales, define a marketing strategy, and then place ads to achieve the highest Profit and Return on Ad Spend (ROAS). 

The experience is all simulated. This makes it easy to practice difficult marketing concepts in a short period of time. There’s no financial risk. And students don’t have to set up multiple accounts on real-world ad networks.

- Product details — 
<a href="https://GoVenture.net/dm" target="_blank">GoVenture.net/dm</a> 
- View <a href="https://vimeo.com/1101240755" target="_blank">Tutorial Video</a>
- More details in section 8.4.

Students can play the Advertising Simulation once an instructor gives them a Group number to join.  Instructors can use the _Play As Student_ feature to play as a student — but you must first create a _Group_ to play.

<hr style="margin: 0;">
## 3.4 Instructor Guide and Website 
This document you are reading now and an Instructor Dashboard (website) for monitoring student progress and performance.
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## 3.5 User Guide
A guide for students that can be accessed from the Dashboard — <a href="https://playgoventure.com/help/digitalmarketing" target="_blank">User Guide</a>
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## 3.6 Demo & Tutorial Video
Video to watch before playing the Simulation — available in the <a href="https://playgoventure.com/video/digitalmarketing" target="_blank">User Guide</a>
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## 3.7 Book

 <img src = "https://books.playgoventure.com/u/dms_book_cover_small-4oNieU.png" style="width: 25%; display: block; margin: auto;">
<div align="center">
<a href="https://api.playgoventure.com/files/account/Digital%20Marketing%20Superhero%20eBook.pdf" target="_blank">View Book</a><br><i>You must be logged in to view the PDF</i>
</div>
**Digital Marketing Superhero Book** includes the text for the narrative story and the video scripts contained within the _Digital Marketing Simulation_. And a full glossary of terms. The book can be used as a learning resource on its own or as a reference when playing the Simulation.

The book is available in the <a href="https://playgoventure.com/learn/digitalmarketing" target="_blank">User Guide</a>

<hr style="margin: 0;">
## 3.8 Glossary

Glossary of 179 terms is included in the <a href="https://playgoventure.com/learn/digitalmarketing#Glossary" target="_blank">User Guide</a> and in the _Digital Marketing Superhero Book_.

<hr style="margin: 0;">
## 3.9 Additional Videos

Several videos are available in the <a href="https://playgoventure.com/learn/digitalmarketing#Videos" target="_blank">User Guide</a> for students to go deeper into specific aspects of digital marketing.

<hr style="margin: 0;">
## 3.10 How Students Can Use AI With GoVenture Simulations

<a href="https://books.playgoventure.com/15/aiactivity" target="_blank">View Activity</a>

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# 4. Student Accounts & Onboarding
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## 4.1 Student Accounts
Identify the type of account that applies to you and review the details below.  Your type is displayed on your Instructor Dashboard as shown below.

* **Learner Managed** — College, Nonprofit, Business
<br>-or-<br>
* **Instructor Managed** — Primarily for K-12 Schools

<img src = "https://books.playgoventure.com/u/b0be532ba1a18324f71e7f6d63d616f33fa7ba4dc7658e1fd617a4cbcef7ddff9f0aead410fd2c5daa904bab273092c3eeff78ab6bc69105137b0751d80894141cd96a785caa6d4f3fa5a1d5ccf502c9276eaee129f9c179d05ad166f26590f104a115b2-I8pLQB.avif" style="width: 30%; display: block; margin: auto;">

<hr style="margin: 0;">
### 4.1.1 _Learner Managed_ — primarily for colleges, universities, nonprofits, and businesses

* Students create and manage their own personal login accounts.  
* Students create accounts with a **Subscription Key** — a 32 digit number that looks like this:  12345678-12345678-12345678-12345678.
    
* Students can purchase their own Subscription Keys or organizations can purchase them for students using any combination of these three options:
    
    *   Purchase keys individually or in bulk using a credit card or PayPal at <a href="https://buygoventure.com" target="_blank"_><u>BuyGoVenture.com</u></a>
        
    *   Buy with a Purchase Order using our Order Form at <a href="https://goventure.net/prices" target="_blank"_><u>GoVenture.net/prices</u></a>
        
    *   Sell through a bookstore — review the information at 
<a href="https://GoVenture.net/bookstore" target="_blank"_><u>GoVenture.net/bookstore</u></a>
        
* Give students the **Group** number you want them to play and your **student roster** will build automatically as students join your Group. You do not have to input student names, emails, or any other information — it's all automated.
    
* <a href="https://docs.google.com/presentation/d/1hvSAbrUhYHF1SdzM2QepYjZIQS-CpGPkbgb9btiSsOs/edit?usp=sharing" target="_blank"_><u>Use this Slide Deck</u></a> to introduce students to GoVenture — copy this content into your own course content and customize it to fit your approach (do not give students the link to this document).
    
<br>
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### 4.1.2 _Instructor Managed_ — primarily for K-12 schools

<iframe src="https://player.vimeo.com/video/687193210" style="border: none; display: block; margin: auto; aspect-ratio:16/9; height:auto; width:70%;" allow="autoplay; fullscreen; picture-in-picture"></iframe>
<div align="center">
<a href="https://player.vimeo.com/video/687193210" target="_blank"_><u>Watch Full Screen</u></a>
</div>

*   Watch the **video** above or follow the directions below to see how student accounts work.
    
*  <a href="https://docs.google.com/presentation/d/1cUkzabg5PwiaEx8Rqi8daEQjrK5uZ9PO6gbacsFmN60/edit?usp=sharing" target="_blank"_><u>Use this Slide Deck</u></a> to introduce students to GoVenture — copy this content into your own course content and customize it to fit your approach (do not give students the link to this document).
    
*   Instructor Managed subscriptions do not require students to create full accounts on GoVenture. Students do not have to disclose  personally-identifiable information.

* Instructors do not need to input a student roster.  This will be done automatically by GoVenture.
    
*   Use the Instructor Dashboard to **create student accounts**.

<img src = "https://books.playgoventure.com/u/6bfcbf6d2000b45b16008847bc4e8829e0f6f0fd5b9483ec7abebc6958f9d2e2393f63fbd66b5e792521c88f69aa84a7a7d0fe59790ad3ad67b5c9e419dafbe65cd1a3f966f8885a56e824910839796f65ae4f9d3beb9f3cd7d1c7974b9a4c1abc691c8d-tXsCW7.avif" style="width: 50%; display: block; margin: auto;">

*  When an instructor creates a student account, a unique USERNAME is generated for the student. The USERNAME is a multi-digit number that is automatically generated — the instructor cannot choose the number (but can edit it after it is created). Instructors do not have to set the student PASSWORD (but can change it if needed).
    
*   The instructor provides the USERNAME to the student and directs the student to log in to the GoVenture website at PlayGoVenture.com. Students should _**not**_ use the Create Account option.

<img src = "https://books.playgoventure.com/u/4a0c188efc4f07184458213c4239289733b1c746b02bb2c7d6da95853bc09323fc9c7dbd80ad558c398fc5d9708c2263b1c577d6bf56609b38997495da6fefffae6e6bafadd8b0a60b5c08872cefd2481f6b5489cf1a4ca1d1ef4dc630e33122c1f089e9-a0KsBZ.avif" style="width: 50%; display: block; margin: auto;">

* <a href="https://docs.google.com/spreadsheets/d/1mHEpBxwmC5eRphvWzH0POQa1Y-9TbQvbzD4afZAnJ60/edit?usp=sharing" target="_blank"_><u>Use this spreadsheet</u></a> to share usernames with students — click the link to view the document then choose FILE > DOWNLOAD for your own copy to edit.

*   GoVenture will determine if this is a new USERNAME being used for the first time and prompt the student to set a PASSWORD and their name or student ID or pseudonym (if maximum privacy is preferred).
    
*   No personally-identifiable information is required of students. But, it is important that students use a unique identifier that allows the instructor to know who they are for monitoring and grading purposes. <br> <br>Alternatively, the instructor can manually record student names with their assigned USERNAMES. _NOTE: If you direct students to enter their full names, you may want to consider directing them to enter their last names first (such as "Smith John" or "Smith, John") so that your Performance Reports can be sorted by last name._
    
* From now on, the student uses their personal USERNAME and PASSWORD to log in to GoVenture.  

*   Once a student logs in to GoVenture, they have access to the User Guide, resources, and other help information. But, students need to join a GROUP Number to play the Simulation. Instructors must provide students a GROUP Number to join.

<img src = "https://books.playgoventure.com/u/62cbbb5868c3ef259da2f01a34810d0f04be7eb0957b53da381eced9db8fc17983bfa1ea3cd924525e2913046fab52da7efab331fe2d956022a81a032b661fe0e9515ed2853750b13f3ba1291107d26481a419ffaf1b2ae52e889d4313568fac281a6ac8-xmsKtD.avif" style="width: 50%; display: block; margin: auto;">
    

**Disable, Delete, Edit Student Accounts**
   
*   Instructors can reset student PASSWORDS if needed.
    
*   Your school or District is assigned a maximum number of instructor accounts and student accounts that can be active at any one time (concurrently).
    
*   Instructors can DISABLE individual student accounts when they are no longer needed (such as at the end of the semester or year, or if a student drops out). Disabling a student account reduces the number of active student accounts, thereby providing room for another student account to be activated. Disabled accounts do not count towards the maximum number of concurrent accounts allowed. Disabling a student account retains all student progress and results, allowing the account to be activated again at any time.
    
*   Instructors can DELETE individual student accounts. Doing so permanently erases all student progress and results and the same student account cannot be activated again.
    
*   Instructors can EDIT student accounts.
    
*   A student account that is created by an instructor but never actually used by a student will not count towards the maximum number of student accounts allowed.  (Used means a student has set a password.)
    
<br>
<hr style="margin: 0;">

# 5. Groups
<hr style="margin: 0;">
## 5.1 Creating Groups
* For students to begin playing the Marketing Simulation, Content Creator, or Advertising Simulation, the instructor must create a new **Group**. Groups allow you to keep student performance results separated by class, school, region, or any other grouping that you prefer. Students can join multiple Groups.
    
* Use the Instructor Dashboard to create a Group. 

  *   Follow the on-screen directions to choose your Group settings — including the specific activity you want students to play. 
<br><br>

  *   Copy and share the 7-digit Group number with your students. Students will **join** your Group and be able to play the activity.  Instructors can also use the Group Number to play as a student.
<br><br>

 * When students join your Group number, they will automatically appear on your Instructor Dashboard. **Rostering is automated** so you do not have to input student names or other information.
<br><br>

  *   To allow students to play the same activity multiple times, you should create a new Group for each attempt. 
<br><br>
* Students cannot play until an instructor provides them with a Group Number. Students can log in to view the <b>Tutorial Video</b>, <b>User Guide</b>, and <b>Book PDF</b> before they receive a Group Number. This allows you to get students set up with their login accounts in advance of having them do a specific activity.
    
*   Instructors can play as a student by clicking PLAY AS A STUDENT. It is highly recommended that instructors play GoVenture for a few minutes to experience the options available in the program.

<hr style="margin: 0;">
## 5.2 Group Settings

*   When creating a Group, you must choose the activity for students to play.
    
*   To have students play a different activity or repeat the same activity multiple times, create a new Group.  You control when students are allowed to move from one activity to the other by witholding the Group numbers until you are ready for them to play.
    
*   When creating a Group, various options may be available.

<hr style="margin: 0;">

## 5.3 Monitoring Students

*   When students join a Group number, their progress and performance will appear on the Instructor Dashboard under _Groups & Reports > View Performance Reports_

* A summary table is provided with student names that can be clicked to view full details for each individual student.

<hr style="margin: 0;">

# 6. Duration of Play & Curriculum Planning

<hr style="margin: 0;">
## 6.1 Recommended Scope and Sequence

The program includes three modules:

- **Marketing Simulation** where students quickly learn the fundamentals in a realistic and engaging role-playing scenario. _5 hours per play._

- **Marketing Content Creator** where students design marketing content using a simple and convenient interface. _4 to 8 hours per play._

- **Advertising Simulation** where students practice placing ads, tracking performance metrics, and optimizing an ad budget to maximize profit. _2 hours per play_.

At **minimum**, the **Marketing Simulation** should be played one time. It is recommended to have students play at the very start of a course to give students an immediate foundation for everything they need to know about digital marketing and provide a context for everything that will come later in the course. There is no prerequisite knowledge required.

For **better learning**, play all three modules — _estimated total 13 hours_

For **maximum learning**, follow the sequence below (22 - 30 hours):

1. Marketing Simulation — _5 Hours (at the very start of the course)_
2. Marketing Content Creator | Hoverboard — _4 - 8 Hours_
3. Advertising Simulation | Hoverboard — _2 Hours_
3. Additional Videos — _1 Hour_
4. Marketing Simulation — _5 Hours_
5. Marketing Content Creator | Any Good/Service — _4 to 8 Hours_
6. Advertising Simulation | Any Good/Service — _2 Hours_

<hr style="margin: 0;">
## 6.2 Learning Resources

**Marketing Simulation** 
* Simulates an engaging narrative story that places students in the role of an inventor of a new product.  Students learn the basics of digital marketing while building and optimizing a marketing funnel to maximize sales and other metrics. 

* Requires 5 hours to complete (on average). 

* Can be played over multiple sessions on any schedule.

* If time allows, instructors should have students play the entire Simulation twice to help reinforce the concepts. Create two separate Groups for this.

* If you are teaching a marketing course, consider having students play the Simulation at the very beginning of the course as this will quickly equip them with the knowledge and wisdom to fully engage with the rest of the course content that you plan to deliver. Then have students play the Simulation again at the end of the course to apply everything that they have learned to improve their results.

**Marketing Content Creator** 
* An activity where students create their own marketing content to sell a good or service. This includes identifying the product, consumer profile, brand, and marketing strategy and then designing a website, landing pages, and various advertisements. 

* Time to complete can range from 4 to 10 hours, depending on the amount of content assigned by the instructor and the effort made by each student. 

* It is best to assign this activity after the Simulation has been completed.

* Having students create marketing content for the hoverboard product that they experienced in the Simulation activity may be a good choice for the first time they do the Marketing Content Creator activity. Or Instructors may allow students to choose their own good or service. Or have students do the activity twice to cover both options.

**Advertising Simulation** 
* Students practice placing ads, tracking performance metrics, and optimizing an ad budget to maximize profit. Students identify a good or service to market, set the selling price and cost of sales, define a marketing strategy, and then place ads to achieve the highest Profit and Return on Ad Spend (ROAS).

* Requires 2 hours to complete (on average). 

* Can be played over multiple sessions on any schedule.

* If time allows, instructors should have students play the Advertising Simulation twice to help reinforce the concepts. Create two separate Groups for this.

**Additional Videos, Book, and Glossary** 
* Provide additional learning opportunities.

         
<hr style="margin: 0;">

# 7. Saving and Resuming Progress
<hr style="margin: 0;">

*   Student progress is automatically saved online.
    
*   Students can quit and resume their progress at any time.
    
*   Students will automatically continue from where they stopped playing.

* Groups settings provide instructors the option of allowing students to **reset** their Simulations or Content Creator activities. Resetting restarts the Simulation or Content Creator from the beginning — all progress for that activity in the specific Group is deleted (but has no effect on other Groups the student may be playing). Instructors can use the Dashboard to reset a student at any time, even if the student is not give the option to reset their own Simulation.

<hr style="margin: 0;">

# 8. Assessment

<hr style="margin: 0;">
## 8.1 Monitoring Student Progress & Performance

*   Student progress and performance are tracked automatically and detailed reports are instantly available on the Instructor Dashboard under **Groups & Reports**.
    
*  Instructors can view and compare summary results for all students in a Group.  Clicking a student name displays a detailed **Performance Report** for the student.
    
*  Assessment for the Marketing Simulation and Advertising Simulation activities is fully automated. Assessment for the Marketing Content Creator activity must be done manually by the instructor. See details below.

<hr style="margin: 0;">
## 8.2 Grading

To convert the GoVenture assessment into a course grade, compare the estimated hours required for each GoVenture activity to the total number of course hours, including homework. Then assign a grade percentage that reflects this proportion.

- For example, if your course requires 60 total hours and the GoVenture Marketing Simulation takes 5 hours, you might assign it at least 8% of the total course grade.

- If a GoVenture activity carries more weight or importance than other course components, consider assigning it a proportionally higher grade percentage.

<hr style="margin: 0;">
## 8.3 Marketing Simulation
<hr style="margin: 0;">
### 8.3.1 Performance SCORE — Metrics & Weights

Assessment is fully automated and summarized in a **Performance Score** (0 to 100%) that is weighted across multiple metrics:
<br>
<div align="center">
✅ Participation — 40%<br>
✅ Quiz — 30%<br>
✅ Skill — 30%<br>
</div>

* Participation score is based on progress completed — it is the most significant metric because it rewards students for putting in the time and effort to complete the activity.

* Quiz score is based on 2 points for each 1st Attempt, 1 point for 2nd Attempt, 0 points for 3rd Attempt. 

* Skill score is based on 50% Profit (range 0 to $300,000) and 50% Profit Margin (range 0 to 25%).

* Each Simulation (by Group) that students play is assigned a unique score.
<br><br>

<hr style="margin: 0;">
### 8.3.2 Group Performance 
The Instructor Dashboard provides a summary of progress and performance for all students in a Group.

 ![Group Performance 2024-11-09_14-51-02.jpg](https://books.playgoventure.com/u/group-performance-2024-11-09_14-51-02-AvIMqN.jpg) 

<hr style="margin: 0;">
### 8.3.3 Performance Report

* The _Performance Report_ provides a detailed view of student activity, but the only item that is needed by instructors for assessment is the _Performance Score_.  

* Students can see their own reports in real time, but not those of other students.

 ![Performance Report Detail 2024-11-09_14-50-30.jpg](https://books.playgoventure.com/u/performance-report-detail-2024-11-09_14-50-30-Nf1Mfv.jpg) 

<hr style="margin: 0;">
## 8.4 Marketing Content Creator

<div align="center"><iframe src="https://player.vimeo.com/video/1041865893" style="border: none; display: block; margin: auto; aspect-ratio:16/9; height:auto; width:70%;" allow="autoplay; fullscreen; picture-in-picture"></iframe> <a href="https://player.vimeo.com/video/1041865893" target="_blank"_>Tutorial Video | <u>Watch Full Screen</u></a></div>

- It is best to assign this activity after the Simulation has been completed. Create a new Group to assign this activity.

- Time to complete can range from 4 to 10 hours, depending on the amount of content assigned by the instructor and the effort made by each student.

- Having students create marketing content for the hoverboard product that they experienced in the Simulation activity may be a good choice for the first time they do the Marketing Content Creator activity. Or Instructors may allow students to choose their own good or service. Or have students do the activity twice to cover both options.

<hr style="margin: 0;">
### 8.4.1 Manual Assessment
* This activity requires students to create marketing content to sell a good or service.  

* The content created by students must be reviewed and assessed by the instructor. It is not possible to automate this process, but the entire content creation and review process is well structured to make it easy for students and instructors.

<hr style="margin: 0;">
### 8.4.2 Content Created by Students
* Content includes 1 item each of the following:

  * Product Description & Image
  * Consumer Profile (just one profile for simplicity)
  * Brand
  * Marketing Strategy 
  * Website 

* Instructors can choose to assign a specific quantity (0 to 10) of each of these content items:
  * Landing Pages
  * Banner Ads
  * Search Ads
  * Shop Ads
  * Social Ads
  * Email Ads
  * Audio  Ads
  * Video Ads

NOTE — Audio and Video ads only require students to write text scripts. Students are not required to produce audio and video files. However, you may want student to do so. If you do, be sure to inform them of this requirement and that they must use an external app to product the audio and video files.  The _Marketing Content Creator_ interface includes a field for students to include a link to an external audio or video file. 

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### 8.4.3 Assessment Process
* Instructors can **view each content item** created by students. On the GoVenture Dashboard, click <i>Groups & Reports > View Performance Reports</i> then click a student name.

* Instructors may choose to **assign a score** to each content item or a single score for all content items created by a student. Assigning a single score makes it faster for instructors to review and assess student work, while scoring each content item individually enables instructors to provide more granular assessment. Each score input by the instructor may range from 0 to 100 with 1 decimal point.

* Instructors have the option to post **text feedback** for each content item and the overall activity. Students are able to read and reply to this text feedback. Note that the texting system provided is not real-time chat, which means you must navigate away from the content item you are currently viewing and then return to have the chat messages update with the latest. Note also that instructors and students are not notified by email or other method when new text messages are posted. You must view the _Performance Report_ to discover new messages.

* Everything is managed using the instructor Dashboard under _Groups & Performance_.

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## 8.5 Advertising Simulation
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### 8.5.1 Performance SCORE — Metrics & Weights

Assessment is fully automated and summarized in a **Performance Score** (0 to 100%) that is weighted across multiple metrics:
<br><br>
✅ Test 3 Ad Networks (min 5 ads per network) — 10%<br>
✅ Test 3 Audiences (min 5 ads per audience) — 10%<br>
✅ Place at least 25 ads — 10%<br>
✅ Invest All Budget — 20%<br>
✅ ROAS (2.0 to 4.0) — 25%<br>
✅ Profit ($20,000 to $70,000) — 25%
<br>

- The above weightings equate to 50% of the score (first four measures ) being primarily based on participation with 50% based on performance (demonstrated skill).

- ROAS and Profit results are reduced based on the percentage of the simulation not yet completed. This assures that the best scores are earned by completing the entire simulation.

* Percentage of completion is based on the amount of budget spent compared to budget available.

* Each Simulation (by Group) that students play is assigned a unique score.
<br><br>

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### 8.5.2 Product & Marketing Strategy

- The Advertising Simulation requires students to identify a product, its selling price, and write a (brief) product and marketing strategy — including identifying 3 ad networks and 3 audiences to target. See screenshots below.

- The choices students make for these items do not affect the simulation results, but the instructor may choose to assess this information manually. Instructors should encourage students to do real world research to justify their strategies. Instructors can view this data for each student in their individual Performance Reports.

- Note that the text input boxes for _Product & Marketing Strategy_ and _Ad Networks_ are each limited to 300 characters. Instructors may want students to do a more comprehensive report outside of the simulation and then have students summarize the conclusions in the simulation.

<img src = "https://books.playgoventure.com/u/ad_sim_strategy-ZgmVTt.jpg" style="width: 60%; display: block; margin: auto;"></a>

<img src = "https://books.playgoventure.com/u/ad_sim_audience-rocF3L.jpg" style="width: 60%; display: block; margin: auto;"></a>

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### 8.5.3 Group Performance 
The Instructor Dashboard provides a summary of progress and performance for all students in a Group.

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### 8.5.4 Performance Report

* The _Performance Report_ provides a detailed view of student activity, but the only item that is needed by instructors for assessment is the _Performance Score_.  

* Students can see their own reports in real time, but not those of other students.

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