Abstract
The paper deals with the hot issue of entrepreneurship education and describes the rationale behind the gamified and collaborative courses for university students conceived, developed and deployed in the framework of the eSG (stimulating entrepreneurship through Serious Games) project, funded under the EU lifelong learning (LLP) Programme. The project aims to help students becoming familiar, mainly through practice, with basic concepts of entrepreneurship and company management and to stimulate the emergence of their entrepreneurial attitudes. In the framework of the project specific courses mainly grounded on the concepts of gamification and collaboration were designed and carried out in three different partner countries: Italy, Spain and the Netherlands. The main objectives of the courses are presented in this paper and a theoretical model supporting the choice of Serious Games is shown which keeps into account usability, pedagogy and the entrepreneurship skills expressed by state of the art models.
Original language | English |
---|---|
Pages (from-to) | 1276-1283 |
Number of pages | 8 |
Journal | Computers in Human Behavior |
Volume | 51 |
Issue number | Part B October |
DOIs | |
Publication status | Published - 2015 |
Keywords
- Collaboration
- Entrepreneurship education
- Gamification
- Higher education
- Serious Games
- Technology Enhanced Learning