This contribution deals with Entrepreneurship Education; in doing so, it draws on the experience conducted in the framework of the EU project "stimulating Entrepreneurship through Serious Games (eSG)"1 ,where a theoretical model for EE was devised and an innovative working methodology based on Serious Games and gamification was adopted. Actually, it aims at supporting experience-based reflections on: 1) what are/should be the pillars of Entrepreneurship Education and 2) whether innovative learning/teaching methodologies such as Serious Games and gamification can effectively contribute to renew and enhance EE. After framing the concept of Entrepreneurship Education in the European context, the paper briefly describes the eSG project by focusing on the field experiment conducted in Italy. The theoretical model devised and adopted in the experiment is outlined. Subsequently a glance is cast to the innovative learning/teaching methodology employed, which was largely based on gamification techniques and integrated online with in presence collaborative activities

Aspects of a field experience in Entrepreneurship Education

Alessandra Antonaci;Francesca Maria Dagnino;Michela Ott;
2015

Abstract

This contribution deals with Entrepreneurship Education; in doing so, it draws on the experience conducted in the framework of the EU project "stimulating Entrepreneurship through Serious Games (eSG)"1 ,where a theoretical model for EE was devised and an innovative working methodology based on Serious Games and gamification was adopted. Actually, it aims at supporting experience-based reflections on: 1) what are/should be the pillars of Entrepreneurship Education and 2) whether innovative learning/teaching methodologies such as Serious Games and gamification can effectively contribute to renew and enhance EE. After framing the concept of Entrepreneurship Education in the European context, the paper briefly describes the eSG project by focusing on the field experiment conducted in Italy. The theoretical model devised and adopted in the experiment is outlined. Subsequently a glance is cast to the innovative learning/teaching methodology employed, which was largely based on gamification techniques and integrated online with in presence collaborative activities
2015
Istituto per le Tecnologie Didattiche - ITD - Sede Genova
Entrepreneurship Education
Serious Games
Gamification
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/20.500.14243/293929
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