Article ID | Journal | Published Year | Pages | File Type |
---|---|---|---|---|
10312674 | Computers in Human Behavior | 2015 | 8 Pages |
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.
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Physical Sciences and Engineering
Computer Science
Computer Science Applications
Authors
Alessandra Antonaci, Francesca Maria Dagnino, Michela Ott, Francesco Bellotti, Riccardo Berta, Alessandro De Gloria, Elisa Lavagnino, Margarida Romero, Mireia Usart, Igor Mayer,