TY - JOUR
T1 - Serious games and the development of an entrepreneurial mindset in higher education engineering students
AU - Bellotti, F.
AU - Berta, R.
AU - De Gloria, A.
AU - Lavagnino, E.
AU - Antonaci, A.
AU - Dagnino, F.
AU - Ott, M.
AU - Romero, M.
AU - Usart, M.
AU - Mayer, I. S.
N1 - Funding Information:
This work has been partially funded by the European Union under the Lifelong Learning Programme (518742-LLP-1-2011-1-IT-ERASMUS-FEXI) and the 7th Framework Programme GaLA Network of Excellence on Serious Games (FP7-ICT-2009-5-258169).
Publisher Copyright:
© 2014.
PY - 2014/12/1
Y1 - 2014/12/1
N2 - The paper draws a comprehensive overview of relevant.•The paper critically analyzes the state of the art, indicating directions for future research. The paper discusses adoption of Serious Games (SGs) for supporting development of an entrepreneurial mindset in university students of technical and scientific universities. The paper relies on the authors experience in the eSG project, which aims at introducing students, mainly through practice, to basic concepts of entrepreneurship and company management. In the framework of the project, courses have been designed and carried out in three different countries: Italy, Spain and the Netherlands.The paper discusses the main requirements for the courses and presents a table template, based on state of the art models for entrepreneurship education, that we have used for the scouting of the most suited SGs and defining the most appropriate mix for their use in the courses, keeping into account targeted competences and skills, usability and pedagogical effectiveness.Using the template, the paper draws a comprehensive overview of relevant SGs available on the market and identifies, through an expert analysis, key benefits and issues concerning their adoption in teaching entrepreneurship for the target students. Finally, the paper critically analyzes the state of the art, indicating directions for future research that should lead to development of more effective SGs for entrepreneurship education.
AB - The paper draws a comprehensive overview of relevant.•The paper critically analyzes the state of the art, indicating directions for future research. The paper discusses adoption of Serious Games (SGs) for supporting development of an entrepreneurial mindset in university students of technical and scientific universities. The paper relies on the authors experience in the eSG project, which aims at introducing students, mainly through practice, to basic concepts of entrepreneurship and company management. In the framework of the project, courses have been designed and carried out in three different countries: Italy, Spain and the Netherlands.The paper discusses the main requirements for the courses and presents a table template, based on state of the art models for entrepreneurship education, that we have used for the scouting of the most suited SGs and defining the most appropriate mix for their use in the courses, keeping into account targeted competences and skills, usability and pedagogical effectiveness.Using the template, the paper draws a comprehensive overview of relevant SGs available on the market and identifies, through an expert analysis, key benefits and issues concerning their adoption in teaching entrepreneurship for the target students. Finally, the paper critically analyzes the state of the art, indicating directions for future research that should lead to development of more effective SGs for entrepreneurship education.
KW - Business games & simulations
KW - Entrepreneurship education
KW - Higher education
KW - Real-time strategy games
KW - Serious games
KW - Technology enhanced learning
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U2 - 10.1016/j.entcom.2014.07.003
DO - 10.1016/j.entcom.2014.07.003
M3 - Article
AN - SCOPUS:84912567209
SN - 1875-9521
VL - 5
SP - 357
EP - 366
JO - Entertainment Computing
JF - Entertainment Computing
IS - 4
ER -